As we were working on wrapping up production on the MVP level for Sentinel, the team split to explore what another level in the same universe could look like. In this mission, the player crash-lands after being shot down and must infiltrate a human base now occupied by enemy forces. Entering undetected, the player works to open the gates from within—triggering a dramatic cavalry assault as marines flood the courtyard, leading to a large-scale firefight to reclaim the base. The goal was to create a more heavily scripted level compared to the previous one, showcasing a different type of mission within the Sentinel universe. The goal of the space was to create the feeling of being a Viking invading a sci-fi castle-style base.
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GAME DESCRIPTION: Sentinel is a sci-fi PvE first-person extraction shooter that emphasizes straightforward movement, sandbox interaction, and tightly crafted level design—eschewing ability-based combat and cover shooting in favor of raw, responsive gameplay. Set in a post-apocalyptic future, you play as a Varangian—a Nordic-inspired, augmented space mercenary—offering your strength to the remnants of humanity… for a price. Scavenge like a Survivor. Build like a Space Marine. Fight like a Viking.
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MY ROLE: As Creative Lead, I was responsible for providing both artistic and creative direction while overseeing the overall production process. In addition to managerial duties, my core in-engine focus was level development—balancing both level design and level art duties and leading others where appropriate. I also contributed across disciplines as needed, including 3D modeling, gameplay and event scripting, combat encounter design, texture and shader development, and animation.
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CREDITS: Alberto Panico, Alex Wright, Antonio Gil, Daedra Christopher, Danny Jundi, Davis Zekthi, Elia Sheikh-Bahaie, Eric Lipshutz, Erik Flood, Grif Wu, Jaden Nance, Jake White, Joshua Thornhill, Justice McClellan, Kaleb Nekumanesh, Kat Peterson, Matthew Griffith, Matthew Hodge, Matthew Stone, Mike Tilden, Mitchell Broom, Nick Price, Rachel Clark, Steven Atha, Tyler Harper, Victoria Pennington.
DESIGN WIP - Timelapse showcasing the blockout creation process. Skip to 3:16 to view a full walkthrough of the finalized blockout—without enemies or scripting—in place.