Mafia: definitive edition


Main Mission: Election Campaign

During the whole process, I worked closely with the game director to deliver a desired atmosphere in the prison and a curated gameplay experience.

The Prison mission’s pitch was to create a creepy abandoned prison space occupied by weird homeless people. The players need to be able to explore, loose his bearings and feel an unsettling atmosphere.

The openness of the prison allowed me to have a non linear mission where the player can reach his location objective through different ways and escape through multiple exit routes.

Below, a walkthrough video of the mission Election Campaign:

SCREENSHOTS:

Level Design:

  • Inspiration from the original game and the prison mission atmosphere

  • Research about prison spaces and prison architecture

  • Identification of key prison spaces desired in the mission

  • Level 2D maps and 3D layout

  • White box creation around game metrics

  • White box supporting level design intention offering multiples routes in and out

  • Combat spaces identification

  • Level design ingredients

  • Creation of a gating system supported by levers offering an awareness of progression

  • Side quest elements and collectible placement

Mission Design:

  • Mission flow and golden path lockdown

  • Mission progress and objectives creation

  • Proposition and creation of narrative and side content

  • Proposition and creation of NPCs with their background story, personalities and dialogues

  • Creation of specific world interaction working with world designer

  • Proposition and creation of the audio offscreen atmosphere collaborating with audio designer

  • Identification of scripted sequences and level design modifiers intentions

  • Mission Gameplay scripting including progress, NPCs, combat and fail conditions

  • Recording of gospel singing to incorporate in the mission based on one NPC

  • Mission easter egg

  • Polishing police combat encounter scripting and combat intensity.

  • Combat intensity tweaks

  • Bug fixing

I also collaborated on two other missions:

The saint and the sinner:

I created the layout of the Church and helped create the level design of the rooftop in the early stages.

screenshots:

Bon Appetite:

I helped creating a longer experience for the mission Bon Appetite by extending the mission space, adding the back area and scripting some enemy encounters.