After exiting the cavern—characterized by tight combat and linear design—the level transitions into a broader, more open-ended space. Combat is momentarily paused in favor of traversal, as the player uses a vehicle to explore a wide-linear environment. At this stage, the player can head straight to the crashed space station or choose to investigate two optional anomalies. The first is the crash site of Valkyrie IV, featured in the intro cinematic. Suspended among tangled vines, the wreckage offers a platforming challenge leading to its onboard computer, where valuable data can be recovered. The second anomaly is a mysterious ancient structure shrouded in secrecy. It denies entry, trapping the player in a non-Euclidean loop that subtly distorts space. Clues to its significance are scattered throughout the environment, hinting at deeper narrative threads and future revelations.
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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.
GAMEPLAY - After exiting the cave, the player’s attention is subtly guided left using right-side visual weight, a passing dropship with directional audio, and a new vehicle positioned ahead.
WIP ART - Timelapse showcasing the scene’s evolution throughout production. As the first section developed for the MVP, it frequently served as a foundation for look development and visual direction.
GAMEPLAY TRAILER - Our first trailer served as a crucial milestone, providing valuable feedback that helped shape the game’s design and art direction moving forward.