My contributions

Level Design
Using Triumph Studio’s proprietary inhouse level editor, I’ve worked on several pieces of content from the game. There was one optional side quest in particular that I build having full ownership. This was Nordberg Commune (Playthrough above). Iteratively building this involved working closely together with other departments such as Art/animation for hero set pieces or technical support for specific gameplay. Scripting was done in LUA.

Quest Design
One of the main quests that I worked on is the ‘Arena games’ Near the end of Overlord 2. This mission consisted of a lot story exposition and contained several combat rounds getting increasingly more difficult.
Playthrough: https://www.youtube.com/watch?v=iXgXiR9zSpo
A fun challenge was incorporating the difference kind of playstyles players could adapt to. Like using red minions to blow up explosive barrels, or enslave people from the audience to battle with you.

Quality Assurance
Through a system called FogBugz I worked together closely with our producers from Code Masters and inhouse engineers to keep track of bugs and glitches throughout the game.