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Currently the game is in Steam Early-Access. All the areas in screenshots are currently available to play

This is the 2nd campaign mission the team at Highwire worked on. It was a direct collaboration between my Art Director, Matt Salladay and Senior Level Designer, Hunter Janes.

The way we construct our levels is different than other games - as this game has a lot of procedural elements. But in order to be able to create distinctive narratives, we build on top of that. A lot of areas of the city are using smaller plots which the entire environment team contributed on over time.
Having said that, I was responsible for city planning, the entirety of opening area, a few new areas which were needed for particular narrative beats, and the final area with the WMD reveal.

These are the objective plots for Manor House co-op mission.
There is an elements of proceduralism to this game. So certain elements in this plot would load differently each time the player plays.
The layout design/architecture + final art is done by me (via of the assets we mostly already had in our library.) I also added new smaller randomized elements to the area.


Once I joined the production team, one of the things I thought could use an overhaul was the interactible/climbing foliage in the game. This involved the process of making sure the ivy loads properly with each variation of our procedural walls.
I have included a screenshot of how the older Ivy used to look like.

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