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https://www.youtube.com/watch?v=qYO3KniHiFg
The second major expansion released for "Avatar: Frontiers of Pandora".
It features a new region called the "Spires of the Clouded Forest".
Ubisoft Massive Entertainment | Snowdrop Engine | 2024

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Sheltering Falls

This was the capital of the DLC. It served as the main hub for the player where they could craft, trade and take side-missions. It was heavily used throughout the main quest.

My responsibilities included:
  • Full level design owner of the level from conception to release
  • Created and maintained rational level design documentation
  • Built the initial blockout and maintained gameplay functionality during art pass
  • Integrated cutscenes, dialogues and animation sequences
  • Create different level layouts that would change based on the campaign progress
  • Planned for and implemented hub level stations, NPCs and pick-ups

Cutscenes

These are the two main cutscenes that play in Sheltered Falls. I was responsible for creating an appropriate space for them and integrating them.

MTR Base Echo

This was one of the biggest main quest levels in the DLC with an average playtime of roughly 1 hour. It was part of the quest “Into The Mountain”.

It saw the players venture into an RDA mining fascility where the player needs to stop the RDA from blowing up the mountain top to extract resources.

My responsibilities included:
  • Full level design owner of the level from conception to release
  • Created and maintained rational level design documentation
  • Built the initial blockout and maintained gameplay functionality during art pass
  • Scripted and implemented level events
  • Crafted enemy encounters
  • Refined gameplay through polishing and bug fixing

Section 1 - Getting into the base

This beat offers the player a lot of freedom on how they want to approach it. They are given multiple entryways and paths to follow inside the base. They can decide if they want to sneak into the base unnoticed or go in guns blazing. It features an “overgrown” state once the base has been defeated.

Section 2 - Eavesdropping

This area was centered around letting the player gather information by eavesdropping on enemies without being spotted. It also featured a SID puzzle.

Section 3 - Elevator Repair

Here the player had to complete a small platforming puzzle, before seeing an animation of his allies taking down a strong enemy. After talking with them the player repairs an elevator through a SID puzzle, which allows them to enter the mines.

Section 4 - Bomb Defusal

The mines were sectioned off into 3 areas. The player had to interact with a wirehub to shut off the bombs in each area and complete their mission. They would need to defeat or sneak past a lot of enemies to do so.

Section 5 - Poisonous Gas Platforming

In order to get back to the surface the player would need to platform through a poisonous gas section, which would slowly whittle down the player’s health, putting a timer on their escape in practice.

Section 6 - Escaping the Fascility

After another short eavesdropping section, the player enters the final combat room. They defeat the enemies, leave the base and are rewarded with a cutscene on the helipad.

Support in Other Levels & Aerial Encounter

As I got done with my tasks sooner than production anticipated, I was able to help other Level Designers out on their tasks & bugs to reduce their workload.

Grinder Fascility Omega - Aerial Encounter

One bigger task I took over was to design an aerial encounter that attacks the player on the way to the last level of the DLC “Grinder Fascility Omega”.