BIOSHOCK 4
Cloud Chamber / 2K Games
MISSION BRIEF
PROJECT STATUS: In Development (NDA Restricted)
As a Living World Designer at Cloud Chamber, I am responsible for breathing life into the next BioShock universe. My work focuses on constructing complex mission flows, dynamic combat encounters, and systemic interactions that make the world feel reactive and dangerous.
KEY OBJECTIVES
- Combat Encounter Design: Building arenas that support varied playstyles, placing enemy spawns, tuning AI behavior, and setting up traps to create tense, emergent firefights.
- Mission Flow & Scripting: Implementing end-to-end quest logic for main missions and side quests, ensuring seamless narrative progression and objective tracking.
- Systemic Gameplay: Designing interactive world elements and hazards that allow players to exploit the environment creatively during combat.
- Living World Content: Populating levels with narrative collectibles, audio logs, and environmental storytelling that deepen the lore without interrupting the action.
VISUAL INTEL
CLASSIFIED FOOTAGE
Combat tuning breakdowns and level layouts are currently under NDA.
RESTRICTED ACCESS
Mission scripting documentation and side quest flows.
AAA,
