Albion Online

PvE and PvP Sandbox MMORPG 

I worked on:

Expeditions

Storydriven PvE instances for solo players and groups of 5 players in different difficulty levels.

Open World Levels

Landscapes and dungeons, with challenging PvE and PvP opportunities.

Mob Camps

PvE hotspots with solo, group or raid challenges, and endless possibilites for PvP.

Project

Sandbox MMORPG in an open mediveal fantasy World.
https://albiononline.com

Studio

Sandbox Interactive

My Job

Level Design

Level Examples

► Expedition - A Fistful of Silver
► Expedition - Eternal Battle
► Expedition - Three Sisters
► Expedition - Fishy Business
► Expedition - Curious Expedition
► Open World Staging

Time frame

2016-2018

Engine

Unity®

Expedition - A Fistful of Silver



Story Design - Showdown at the royal bank

To collect the bounty on the head of three bandit bosses, a group of adventures follows a wake of devastation: from an ambushed transport to a plundered town, with a showdown at the robbed royal bank.

Combat Staging - Choices and Area Control

This expedition features several new mobs. One of them is an alarm-mob, which I designed to controll larger areas and gives players a choice between risky fast fight and slower but safer apporaches.

Environment Staging - Contrasts

Canyons, bridges and deep views tell the story of a large environment while keeping players in the limited space for a linear experience.
I kept the landscape clear and clean to contrast the chaotic nature of heretic bandits.



My Jobs

I was responsible for the complete realisation of the level. From concept and layout building, to gameplay staging and visual polishing.

Expedition - Eternal Battle



A Story of Eternal Loyality

Even after his death an undead governar and his knights are defending the ruins of an ancient city in an eternal battle. An expedition is sent out to finally release them of their duty.

Combat Staging - Highground and Barricades

The gampley focus on encounters behind barricades or on high high ground, to intensify the experience of attacking a well defended city.
A new undead knight mob is dominating the challenging fights in the last part of the expedition.

Envoronment - From Battlefield to Ruined City

You start on an ancient battlefield, break through the old city gate and battle your way through the several rings of defended streets, up to the ruines of the palas of the undead governor.



My Jobs

I was responsible for the complete realisation of the level. From concept and layout building, to gameplay staging and visual polishing.

Expedition - Three Sisters



Story Design - With Terror and Beauty

On the tracks of a vanished royal guard, players discover an old monastery, headed by three sorceresses. No one knows how old they are, but they are still terrible beautiful, and more dangerous with every passing year. With growing charm and terror they lure innocent men and women into their lair.

Combat Staging - Tripple Boss Fight

The Expedition features a unique boss encounter with the "Three Sisters", each gaining a special power if another sisters is dying. By choosing in which order they kill the sisters, players can adjust the fight to their group constellation and skills.

Environment Staging - Snow and Magic

The expedition is devided into a first part in dark, snowy mountains, where the male cultists of Morgana are guarding the hidden monastery, and the monastery itself, where you have to face the demonic powers of the female cultists.



My Jobs

I was responsible for the complete realisation of the level. From concept of layout and boss fight, to combat staging and visual polishing.

I also built a special version of this expedition for Albions Winter Event 2017, with al lot of new challenges.

Expedition - Fishy Business



Story Concept - Crazy Heretics

An expedition is sent out to find the source of a fishy business, that is going on in the hidden lair of a bunch of crazy heretics.

Combat Staging - Mortar Area Control

The expedition features a unique mortar mob which controlls big areas of the level with AoEs.
It gives players a choice between faster but more challenging approache under mortar fire and a save but slower approach if they take out he mortars first.

Environment - Shanty Town

The first part of the layout is defined by plundered good - signature assets if the chaotic mob faction here. It opens up to a large harbor which extends to a shanty town, where the big fish chopping boss is waiting.

My Jobs

I was responsible for the complete realisation of the level. From concept and layout building, to gameplay staging and visual polishing.

Expedition - Curious Expedition



Story Design - Secrets of an ancient mine

Some heretics have occupied an ancient mine of Albion. They dug out ancient artifacts and started to experiment on them. The king sends a small expedition into the mine to stop their overseer of the excavation.

Gameplay Staging - Experience for new solo players

As a low level expedtion for new solo players I focused on easy readable fights, and a flater progression in difficulty from start to end.

Environment Staging - Folllow the rails

The tracks of an old mine train and wooden walkways are guiding explorers through parts of an old mine, with a shanty village built into it, to an excavation site of old artifacts.

My Jobs

I was responsible for the complete realisation of the level. From concept and layout building, to gameplay staging and visual polishing.

Open World Staging



Open World Gameplay Staging

I was respobsible for the staging of combats encounters and other gameplay elements in several open world levels such as mobcamps and dungeons.



Environment Building and Decorating

I worked on several levels for environment staging and art polish, from landscapes and nature to environments for travelhubs and boss fights.



Dungeon Entrance Design

Here is a special dungeon entrance in different biome versions for the keeper mobs - a faction who embraces nature.