TITAN QUEST 2


Grimlore Games | Senior Level Designer


OVERVIEW

MY ROLE

I’m currently working as a Senior Level Designer on Titan Quest II at Grimlore Games, where I help shape the world and support the growth of our level design team on this highly anticipated sequel.


My work involves shaping large-scale layouts, defining exploration flow, and supporting narrative and encounter pacing across the game’s world. I also contribute to design documentation and mentor other designers as part of our expanding level design team. Behind the scenes, I also do performance passes, level optimization and navigation improvements.


I work closely with content and narrative designers to implement engaging gameplay content, and collaborate across departments to ensure levels evolve and change from blockout to production quality.


MY TASKS

On a daily basis my tasks include creating levels from intial idea, through to final design. Once a level has been kicked off I have complete ownership of it including:


  • - blockout phase

- terrain sculpting and painting

- foliage painting

- final prop placement and set dressing

- performance optimization

- basic lighting

- placeholder enemy encounter and loot placement

- player navigation

- environmental storytelling and player guidance

- embedding interactive elements

- basic biome setup

- bug fixing

LEVEL LIST

Being part of the project since the start back in ~2020, I’ve been lucky enough to work on several levels:


  • - Gryphon Cult Camp

- Erana Ruins

- Pyrgos

- Fiend’s Hollow

- Crab Nest

- The Enclave

- Pyrgos Graveyard

… and roughly 10 various other side locations and dungeons.


While we’re still in EA, there are of course other levels I can’t talk about yet.

DESIGN CHALLENGES

TEACHING THROUGH TERRAIN



In Proti Island, the prologue chapter, one of the early challenges we faced was teaching players to climb ladders. I used environmental cues like torches, broken walls, and clear pathways to guide attention naturally to the ladder. The visual flow made the mechanic feel discovered rather than instructed.

CAMERA CONSTRAINTS


During the design of the Great Dam, a huge challenge I faced was creating epic visual moments within our isometric camera constraints. I used a vista camera to reveal the flooded farmlands' scope, with runtime grid tweaks keeping distant debris visible. This created an epic reveal that sold the destruction’s scale despite the limited viewing angle.

SIMPLICITY SUCCEEDS


The trickiest part to designing the game’s first proper dungeon, Fiend’s Hollow, was designing it in way with minimal backtracking while maintaining exploration rewards. I designed a central hub with branching paths that curved back naturally, letting players discover new areas without retracing steps. Strategic placement of shortcuts and interconnected loops kept forward momentum while preserving the satisfaction of thorough exploration.

HIDDEN DEPTHS


In the Flooded Farmlands, one of my biggest obstacles was seamlessly integrating Erana Ruins, a hidden temple quite late in production into an existing layout (in this case, farmlands) without breaking immersion. I used Greek architectural elements and improved water systems to create natural reveals, such as narrow rivers and waterfalls that hinted at the temple's presence. Careful placement teased players through exploration while preserving the discovery's impact.

PERFORMANCE PROBLEMS


During the deisgn of Pyrgos, the first HUB of the game, what proved most difficult was balancing the visual spectacle with technical performance, in a crowded hub area situated on top of a cliff. To double down on performance I tried to optimize compositions with as few draw calls as possible, and creatively recycled some modular micro compositions to reduce unique primitive counts. Similarly I tried to use negative space around the edges to highlight epic views, while reducing the need to draw additional objects in the distant runtime grids.

DESIGNING FOR THE FUTURE


Another big hurdle in the large open “roaming” areas in the Central and Northern Flooded Farmlands ahead of the content pipeline while the team was still expanding. I created flexible open spaces following the core narrative, leaving room for side quests to be added later in production. The goal was capturing total flood devastation which I achieved by designing mostly destroyed farm areas with flooded plains, ruined houses, and newly carved rivers from the flood.

BOSS BATTLES


During the design of Erana Ruins, a huge complication was retrofitting an existing temple into a boss arena after the level was already built. The expensive temple art couldn’t be modified, so I added destruction visuals to frame the combat space and flooded inner areas with mud for even surfaces. As our first designed boss encounter, creating a solid foundational experience taught us lessons that benefited all future iterations.