Evil Dead: The Game
What I did
- Tutorial
I worked on level design, learning flow, and gameplay scripting on the tutorial maps for both sides (Survivor and Evil). The main challenge of this task was to represent in a simple and limited way the main game features necessary for fun gameplay in online matches.
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- Kandar Castle
The medieval map from the acclaimed film Army of Darkness.
I worked from scratch on this map, thinking of all the mechanics, game modes, and iconic places that should be in the game. We created the first 2D general map concepts and were adapting to the needs of terrain and production resources. After a lot of dialogue and adaptation, we started with blocking and gameplay tests. I worked side by side with Level Art and Concept to improve both the gameplay and artistic aspect. The result was excellent for all teams.
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- Wood Cabin
The main reference point of the entire Evil Dead franchise.
This was undoubtedly one of the most complicated maps to get due to the need to implement a grandiose setting that would have to be perfectly fitted to the surroundings where we didn't have many reference resources from the movies. It was an exercise in imagination and many exchanges with producers and artists. We managed to align all the needs and the truth is that this has become one of the most beautiful maps in the game with breathtaking light settings.
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- Caravans ("Clever Country")
Our first map, where we mainly use the TV series as a reference.
This map served as a playground for many trials and errors on how we could better prepare all game systems, like item spawn, combat, navigation, etc. I am especially fond of Clever Country for all that this map has gone through, the constant terrain adjustments, and even three incredible redesigns. It was exhausting to get this map out to the market, but I'm extremely proud of what we've achieved, especially for everyone who worked on it (who were not a few of them).
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- Mission System
I'm very proud to have been the designer who worked days and days side by side with the programming team to define an entire system that would be valid not only for Evil Dead: The Game but also for all of Saber Interactive Spain. We created several modules where we could work as a tool inside the Unreal Engine. We created a flow model which all consisted of When, Conditions, and Actions, based on all possible game features. With this, the entire Design team was able to build a series of missions independently, without having to ask for specifics in the programming. This system not only helped to reduce the level of workload but also expanded the development team's creative box.
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- Combat System and AI
Being in the Evil Dead since day one has given me unique opportunities and experiences. One of them, without a doubt, was having been able to develop the entire combat system of the game together with different programmers. We built several dynamics between range and melee combat, achieving a fun confrontation full of possibilities for both sides, both the Evil and the Survivors.
I worked from the design of resource systems, upgrades, and weapons to the AI, where I could develop a series of enemies with different characteristics and uniqueness. I'm proud of each piece in the same way and I can't single out just one character or weapon - they all have something special.
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- AI Spawn Director
One of my first activities was to create a dynamic and reactive system to spawn enemies in the world. It was a very exhausting exercise in investigation, understanding, and prototyping. This task was so big and so delicate, as each detail affected the game experience considerably, that I needed to work in parallel with other activities for a little longer - which was great, as I was able to experiment with different gameplay variations. In the end, we managed to keep the gameplay fun without taking the lead from the evil player.
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- Loot System
I worked from the conception to the final implementation and balancing.
The grid logical system allowed us to distribute equally the items through the map using their importance, rarity, category types, the risk and menace factors as well as other metrics to make matches fair and dynamic for the players. As the game asked for variance on each match, we needed to ensure the main gameplay experience would never suffer with the random factor.
Acclaimed as a flawless feature for the fans and one of the most amazing replayability experience, I’m really proud of the effort we put on it.
GALLERY
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