Ryse: son of rome (2013)

xbox one, pc
Crytek GmbH | Level Designer

Joining fairly late in the production of RYSE: Son of Rome, I was charge of one of the later levels in the game: Wrath of Nemesis.
It would tell a revenge story and show Rome in a different and darker light than earlier in the game.
The level consists of three main beats: Return to Rome, the Basilius Pit and the famous Colosseum.

 

My work on RYSE: Son of Rome included:

  • Researching the history of Rome and the Colosseum (and its battles)
  • Creating and iterating on several sections of the level:
    • Rundown Rome
    • Basilius Pit
    • Colosseum's Hypogeum
    • Colosseum three layers: Dover, Oswald and Commodus boss arena
  • Multiplayer coop DLC work: "Henge" and "Beacon"
  • In-game level and cinematic blocking & scripting
  • Initial art pass & tweaks
  • AI placement & tweaks
  • Execution and traversal mark ups
  • Dialogue implementation

Credits

Crytek GmbH, Microsoft Xbox

"wrath of nemesis"

Joining late in the production of RYSE: Son of Rome, I was charge of one of the later levels in the game. The level Wrath of Nemesis would tell a revenge story and show Rome in a different light than earlier in the game. The level consists of three main beats: Return to Rome, the Basilius Pit and the famous Colosseum.

 

Return to Rome

The emperor let the city slide into dispair and chaos, with his Praetorian guards roaming the streets and harrassing citizens. For me, this meant taking the existing geometry of the second level (Rome) and carve a new route through it. This meant hiding the reusage as much as possible, and introduce new areas off the previous path. My work on this section included:

  • Using existing geometry and repurpose it for this level
  • Implementing placeholder In-game events
  • Scripting AI and events
  • Implementing Execution- and player climbing markup

Basilius Pit

To prove yourself worthy for the Colosseum tournaments, the player has to show off their skills in the Basilius Pit in a lavish room with spectators. My work on this section included:

  • Creating the room layout from scratch
  • Scripting the crowd and their reactions
  • Scripting the enemy AI opponents
  • Scripting the moving platform

Colosseum

The Colosseum in Ryse: Son of Rome featured an exciting and elaborate, system where the floor tiles can move down and come up with new traps and geometry to shape the experience in a dynamic way. We wanted to show a "Gladiator" type experience, and wanted to do so by re-enacting past battles. My work on this section included:

  • Creating the Hypogeum (starting area)
  • Scripting and improving friendly AI (Gladiators)
  • Building three layouts in the Colosseum:
    • Re-enactment of "Dover"
    • Re-enactment of "Oswald"
    • Boss Arena
  • Prototyped and implemented the boss fight with Commodus
  • Prototyped and implemented the crowd intensity/reactions
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"Henge"

This was the first multiplayer DLC level I worked on.

We wanted to maximize the Colosseum floor tile set, and highlight the progress the player is making. The idea behind the theme of the level was to emulate the victories over the barbarians, and gradually start building Roman settlements. The players start in a foggy and more natural enviroment, and as the floor tiles change, it shifts more to Roman architecture. My work on this included:

  • Building several versions of the map; from the more natural barbarian structures to gradually introducing Roman settlements
  • Scripting in-game events (multiplayer)
  • Initial prop setdressing to sell the intention
  • Implementing execution- and interaction mark up
  • Implementing and tweaking enemy setups
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"Beacon"

The multiplayer coop level "Beacon" is meant to emulate the rescue of prisoners of war and retreat to "Rome". From here, the player needs to light the beacons for reinforcements, and continue defending the flanks from barbarians.

Like in "Henge", I wanted to highlight the progress the player is making, through story telling and the changing arena to reflect this. The arena is split into two distinct halves, one half to represent the dry and desolate areas outskirts of Rome, and a beautiful and green half when entering the "city" on the other side of the arena. My work included:

  • Building two distinct halves of the map
  • Scripting in-game events (multiplayer)
  • Initial prop setdressing to sell the intention
  • Implementing execution- and interaction mark up
  • Implementing and tweaking enemy setups
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Expanded Screenshot