
Life is Strange: Reunion
Lead Level Designer — Deck Nine Games × Square Enix
// SPOTLIGHT SPACE

For Life is Strange: Double Exposure, I was responsible for designing this space as part of the original level-design work, establishing its layout, player flow, exploration paths, sightlines, and how the environment supported narrative moments.
From a technical level-design perspective, the space was built around clear navigation, readable player guidance, controlled sightlines, and opportunities for exploration while still supporting the cinematic and narrative requirements of the game. The level went through iteration alongside environment art, narrative, and other disciplines to ensure the final space felt natural while consistently guiding the player toward important story beats.
This space has also always served as the "strange" part of Life is Strange. It is a location where the game can step outside of normal everyday reality and where some of the more surreal, supernatural, and unexpected moments can take place. That made designing it especially interesting, because the environment needed to feel believable enough to belong in the world while still being flexible enough to support the franchise's crazier narrative and gameplay moments.
The location later carried forward into Life is Strange: Reunion, where the same fundamental spatial design was retained while the environment evolved from its winter presentation in Double Exposure into a warmer spring/fall setting. Seeing the space return in a new visual season highlights how the original level layout was built to support both storytelling and continued use across the world.
My overall goal was to create a believable, navigable environment that felt appropriate for Life is Strange: grounded and intimate during normal exploration, but capable of transforming into something much stranger when the story called for it.