“Ticket to Dizzyworld”
Goat Simulator 3 Expansion

In this third expansion to Goat Simulator 3 me and the level team returned to the architectural roots of the base game; a dense and highly interconnected urban environment. Rather than being a new biome the Dizzyworld theme park was created to feel like an extension of the original Goat Simulator 3 experience.

The theming and smaller real estate meant opportunity to up the complexity. The playable space loops into itself and landmarks play important roles as orientational assist as well as key gameplay points.

“Baadlands: Furry Road”
Goat Simulator 3 Expansion

The second expansion to Goat Simulator 3 - an open world based on post-apocalyptic tropes.
As part of the team responsible for ideation I oversaw the level design. With a somewhat shorter development time compared to the previous expansion I opted for a less dense level that would highlight the big new feature - the motorcycle.

The great dune field was inspired by skateparks to encourage the player to experiment and be active while riding the bike between points of interest.

“Multiverse of Nonsense”
Goat Simulator 3 Expansion

The expansion to the acclaimed Goat Simulator 3.
A humorous open world sandbox poking fun at the multiverse concept.

I was in charge of the overworld blockout, its subsequent evolution into a realized world and setting up traversal guidelines and level design pillars. I was also part of the concepting team, deciding the theme and mapping out the scope of content for the expansion.

“Goat Simulator 3”

An open world multiplayer sandbox game, follow-up to the viral hit Goat Simulator (2014).

I started in the middle of the development cycle and furthered the gameplay experience by applying new level design principles for the project - enhancing traversal and interactions.

Notable contributions include the planning, prototyping and level design of the final boss fight (YouTube).