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UNRELEASED CO-OP SHOOTER

Ready At Dawn (META)

ROLE

  • Senior Level Designer

  • Levels | Missions | Encounters​

​TOOLS

  • Unreal Engine 5

  • Autodesk Maya 2025​​

PLATFORM

  • Oculus Quest 3

  • PC (Dev & Internal Playtests)​

STORY MISSIONS

WHALE CRASH | Level Design, Missions, Blockout

​This unreleased combat-driven sci-fi VR shooter was intended for 1-3 players, emphasizing co-op combat, traversal, and exploration. I was responsible for 3 of the 5 areas for our campaign (story) mission's vertical slice deliverable: the Outpost (Area 1), the Grotto (Area 2), and the Skywhale Crash Site (Area 5). Each section was designed to deliver distinct pacing and gameplay focus across the story mission.

  • Level & Mission Design: Designed levels and scripted missions focused on encounters

  • Cross-Discipline Coordination: Worked with teams to align gameplay and narrative

  • Cinematics Implementation: Built cinematic sequences with Unreal Sequencer

  • Blockout Art Creation: Produced 3D blockouts for rapid iteration before final art

Each area was designed to challenge players with combat-forward encounters while allowing space for environmental storytelling and co-op traversal strategies.​

VR Co-Op Shooter | Area 1 Blockout Playtest

P Michael Norris
VR Co-Op Shooter | Area 1 Blockout Playtest
VR Co-Op Shooter | Area 1 Blockout Playtest

VR Co-Op Shooter | Area 1 Blockout Playtest

02:12
VR Co-Op Shooter | Area 2 Blockout Playtest

VR Co-Op Shooter | Area 2 Blockout Playtest

02:48
VR Co-Op Shooter | Area 5 Blockout Playtest

VR Co-Op Shooter | Area 5 Blockout Playtest

06:20
REPEATABLE MISSIONS

STRIKER IN THE VALLEY | Level Design, Missions, Blockout

​I designed and oversaw all aspects of the 'Striker in the Valley' core mission, creating a repeatable, RNG-based experience that ensures every playthrough presents a unique challenge. Players hunt the apex predator "Striker," with random variations in enemy spawn locations and accessible arenas, ensuring no two runs are the same. This dynamic design supports loot & grind while maintaining replayability.​

  • Designed level layouts, encounters, and scripted missions within shared map spaces

  • Collaborated with fellow level designers to support multiple core missions in a single environment

  • Utilized Unreal Engine's level instancing, world partitioning, and data layers for optimized performance and dynamic content delivery

  • Partnered with cross-disciplinary teams to ensure seamless integration of gameplay and narrative

  • Created temporary 3D blockout art assets based on visual development concepts to support rapid iteration before final environment art was implemented

VR Co-Op Shooter | Core Mission Walkthrough

VR Co-Op Shooter | Core Mission Walkthrough

SOCIAL HUBS

RAVENSWOOD OUTPOST | Level Design, Blockout

​I spearheaded the design of two social hubs - one large and one small - as part of an A/B test aimed at exploring mission loop flow and player traffic. My goal was to create an engaging space where players could socialize, interact with their pets, buy, sell, & trade with vendors, and select missions.

Large Hub

​The large Hub held up to 15 players, or 5 full parties. This was the earlier iteration and pretty blue sky. Ultimately, it was a little large for the necessary for the game loop, so we shelved this one and focused on the smaller hub.

​​

I started by organizing the hub's districts by function - missions, upgrading gear, and socializing. This was challenging since we didn't have any data to guide us, as it was RAD's first attempt at a game with this core mission loop and social space. Eventually, we settled on a more simplified layout that blurred the lines between "districts" to ensure player traffic was evenly distributed.

​​

We ultimately shelved this version as it was a lot of fluff for the intended gameplay loop and instead moved forward with the smaller hub (below).

R22 Hub Large

R22 Hub Large

R22 Hub Small

R22 Hub Small

Small Hub

I designed the small social hub to support up to 9 concurrent players and include around 30 NPCs, such as stationary vendors and patrolling townsfolk. I also peppered in livestock, hidden collectibles like fruits and wandering crabs, and fishing spots where players could use the crabs as bait.

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The small hub was being scaled to create a "Goldilocks zone" of activity - no matter where a player was within the level, they were always an equal distance from every feature essential to the game loop.

© 2023- P Michael Norris

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