Crash Bandicoot 4: It’s About Time - This game sprang out of explorations we were doing for a multiplayer arena brawler (that eventually became Crash Team Rumble). Activision recommended that Crash fans would expect an accompanying campaign mode, so while development continued on the arena game, we started work on systems that would let us lay out single-player levels rapidly. Eventually the Arena game was determined to need more time to develop, so the standalone single-player campaign became TFBs main focus. Crash 4’s release in 2020 delighted fans everywhere with its heavy dose of nostalgia bathed in all-new mechanics.
As Level Design Lead, I led the team in creating a robust campaign of 43 levels with tons of new gameplay. I was also heavily involved in developing and tuning the game’s new core mechanics - the 4 Quantum Masks and the new locomotion methods (rope swing, rail grind, wall run).
One of the things I was most proud of was steering the game’s new Quantum Mask mechanics to being something that the player gets at particular locations within the levels to solve a problem local to that area and then disappearing, as opposed to the original writeup that proposed unlocking a mask at regular intervals in the game, and the player would then have access to any of them on demand whenever they wanted. I felt that the breakneck pace of Crash games meant that having too many choices would become frustrating for the player, and also would turn into a QA nightmare as every mask would need to be tested with every interaction in the game.
Authored Levels:
Rude Awakening / N.Sanity Peak / Bears Repeating / Building Bridges / Fossil Fueled / Out For Launch / The Crate Escape (Airship section) / Dimensional Map