Life is Strange: Double Exposure
BACK TO PROJECT
// DEEP DIVE

Life is Strange: Double Exposure

Lead Level Designer — Deck Nine Games × Square Enix

A detailed breakdown of my level design work on Double Exposure — from early greyboxing and narrative collaboration to cinematic prototyping and mentorship. Each section covers the design process, key decisions, and my specific contributions to the levels I owned.

// CALEDON UNIVERSITY — CAMPUS OVERVIEW

Caledon Campus Plan

The fictional Caledon University serves as the primary setting for Double Exposure. I led the conception and early spatial development of this world, working with the narrative and art teams to establish its geography, campus layout, and the dual-timeline contrast between the two versions of the school.

// LEVEL BREAKDOWNS

The Bowling Alley
CHAPTER 1 SCENE 1

The Bowling Alley

Took full ownership of the level layout, crafting a compelling environment to mark Max's return. Designed engaging gameplay without Max's powers while tutorializing game mechanics. Greyboxed three distinct versions with unique dimensions, iterating to capture the scene's essence.

Observatory
CHAPTER 1 SCENE 3

Observatory

Collaborated closely with a junior level designer to develop the level layout, starting with a greybox based on an architectural layout provided by a contract architect. The goal was to ensure the space aligned with gameplay and narrative needs while staying true to the studio's commitment to architectural authenticity.

North Quad, Hellerton House, Fine Arts Building & Snapping Turtle
CHAPTER 1, 2, & 3

North Quad, Hellerton House, Fine Arts Building & Snapping Turtle

Directed greyboxing for all Chapter 2 interior and exterior spaces across the Caledon University campus. These environments were designed to reinforce the dual-timeline mechanic, giving players meaningful spatial contrast between the two worlds.

Icy Lake — The Chase
CHAPTER 3

Icy Lake — The Chase

This scene represented my magnum opus at Deck Nine, where I took full ownership of the design and execution to create a thrilling, high-stakes chase sequence within a narrative adventure framework. The goal was to immerse players as Max, pursuing her alternate self in a relentless, fast-paced chase that pushed the narrative and mechanics to their fullest potential.