Dune: Awakening Deep Caves

Griffins Hideaway

The design challenge of Griffin’s Hideaway was to create a unique experience that didn’t include combat. To this end, I developed a prototype for the trap feature, including explosive, poison, and suspensor variations. My role included:

  • Gray level design
  • Design of the ancient architecture pieces
  • Trap mechanic prototype
  • Locating and placing the cave in the world, including the island approach
  • Coordination with environment art, lighting, and vfx teams
  • Narrative propping including the abandoned camp
  • All level setup, including needed volumes and other mechanics
  • Design of the pole lamps to help reduce the need for propping around lights