Forza Horizon 2

For the second Horizon game, we wanted to raise the bar for the open-world driving genre. Obviously, I’m biased, but I think the team achieved this goal. I was the level designer responsible for around 20-25% of the game world.

Forza Horizon 2
• Working as part of a large team to create a large, high quality, open-world
• Working as part of a small level design team to create the best possible whitebox
• Creating the first of several open gameplay spaces and documented the process
• Designing several of the open gameplay spaces
• Setting up boundaries for all multiplayer arenas
• Defining, finding and implementing race routes
• Researching potential settings and locations for the game

DLC: Storm Island
• Brainstorming and pitching high level ideas; I put forward extreme weather and terrain, which became the key theme of the pack
• Analysing reviews to understand which strengths and weaknesses to target
• Setting up event database, selecting the weather, music and vehicle type
• Large scale terrain sculpting and deformation
• Finding and implementing race routes
• Setting up boundaries for all multiplayer arenas
DLC: Forza Horizon 2 Presents Fast & Furious

• Idea generation and pitching
• Working as part of a team charged with preliminary design of mechanics, menus and campaign structure



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