Robinson: The Journey (2016)

Playstation VR
Crytek gmbh| Level Designer

Stranded on the mysterious planet Tyson III, Robinson: The Journey immerses players in a breathtaking virtual reality adventure.

You take on the role of Robin, a young boy who survives a crash landing and must navigate the lush yet perilous alien world. Accompanied by HIGS, an AI drone, and a curious baby T-Rex named Laika, you’ll uncover the remnants of your lost crew while unraveling the planet’s many secrets.

As the Level Designer on Robinson: The Journey, I was in charge of the level design for the Jungle section,
which was also featured in the
E3 2016 Demo and presented at GamesCom 2016.

My work on Robinson: The Journey included:

  • Main level owner for the Jungle section
  • Created and iterated on the Jungle layout using CryEngine Designer
  • Level Scripting using CryEngine FlowGraph
  • Implemented HIGS flying paths and (narrative) behaviors
  • Prototyped and implemented the 'beehive dodging', 'butterfly memory' and 'bird dodging' minigames
  • Prototyped the initial basecamp hub
  • Supported other Level Designers with climbing sections on Pod and Spaceship sections
  • Initial art pass & tweaks

Credits

Crytek GmbH, Sony Interactive Entertainment Inc.

Jungle level

To remind the player of the predators on the planet, we wanted to show the 'Velociraptors', without directly exposing the player to them. This resulted in a "the floor is lava" level where the player navigates the thick branches of immense trees.

In this section, I have contributed by:

  • Designing and building the layout, including many iterations
  • Adding initial art and props to convey the intention/area
  • E3 Demo and level scripting
  • Adding climbing grips and ledges
  • Prototyped and implemented:
    • "Butterfly Memory" minigame
    • "Beehive Dodging" minigame
    • "Bird Dodging" minigame
  • AI implementation:
    • Laika (companion) scripting and navigation
    • HIGS (companion) scripting and navigation

Support

I've also provided support to other sections of the game:

  • Developing the initial Base Hub (starting location)
  • Redesigning major sections and level scripting on Pod
  • Grip and ledges pass on Spaceship
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