Devin Kaas Games

Blowfish Studios
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My Role
At Blowfish Studios I am currently working on multiple unannounced projects as a lead level and mission designer as well as an open world environment designer. Along with my design responsibilities my role also involves consulting on projects, both in progress and potential publishing opportunities. I am responsible for looking at proposed budget, timeline, and scope to help asses new projects viability or in some cases to help refocus or realign existing projects when needed.
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Level Design
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In these projects I am responsible for taking levels from conceptualization through construction to a shippable state. This means that I am regularly creating design documentation that outlines both the desired flow and progression of levels as well as how any specific missions will work within them. I then take those documents and transition them into 3D level block outs in engine so that we can test and refine the space. This involves building and placing props for the level and conducting regular playtests of my content so that I can iterate on my designs at a consistent pace.
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Mission Design
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On the projects that i'm doing mission design for missions from conceptualization through construction to ship. This means that I am regularly creating design documentation that outlines both the desired flow and progression of levels as well as the missions contained within them. I then take those documents and transition them into 3D level block outs in engine so that we can test and refine the space. This involves building and placing props for the level and conducting regular playtests of my content so that I can iterate on my designs at a consistent pace.
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Announced Projects
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Ravensword: Legacy
Platforms: iOS/Android
Role: Environment/world designer
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Ravensword: Legacy is an open world RPG from Crescent Moon Games and Blowfish Studios. It is currently in development.
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On Ravensword I was responsible for the entirety of the open world environment design. After discussing the intended use of the space it fell to me to design, model and block out a rough first pass of that space. That block out is then given to a world artist to turn it into a final asset at which point it returned to me to populate the space with any props necessary. Plants, buildings, animals, etc. anything required to flesh out the scene and support any missions taking place in the levels.
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