With this sequel title, I was here from its inception. As such, I was given the opportunity to aid in the early discovery work on what a follow-up could look like --
investigating how we could push the envelope in terms of gameplay (new traversal mechanics, God-form powers, etc) and systems (Quests/Requests/Challenges, New Game+, etc.).
After we had solidified some of our key innovations, I began driving the layout and design of the first story level where you control a mortal hero, Temple of Atum.
Success here meant creating intuitive spaces for players to get the hang of new mechanics, but also ensuring those beats felt appropriately epic and powerful as to foreshadow the adventure yet to come.
This time around I also had the opportunity to advocate for better design tooling; pitching new ways to streamline existing systems such as save data management, quest completion logic, and prop interactions.
I then collaborated with engineering to oversee the development of these improvements, regularly circling back with the larger design team to ensure these new systems were proving useful and intuitive for them.