Deadcity was developed by Jean Rochefort as visual designer and Peter Respondek as gameplay designer.
As gameplay designer I was responsible for the AI placement, scripting, collision and optimization of the level.
Deadcity was an extremely ambitious level. So ambitious that it had to be split in two separate levels: Deadcity Streets and Deadcity Central. The split was made relatively late in development and was necessary to fit the level into memory on console. I also created a second “reverse path” of the level using the same geometry with a different AI and scripting setup. This resulted in a total of four different levels.