High on Life is a comedic first-person shooter game with action-adventure and Metroidvania elements. Players are tasked with assassinating select targets, and must fight their way into the target’s lair and then fight the targets in a boss battle.
I was responsible for the layouts of three critical path missions: Douglas, Nipulon and Destroyed earth. I designed these layouts from scratch and early blockout phases until passing it back and forth with the art team during the environment pass.
These are some before/after screenshots of some of the areas in the game.
Douglas Mission:
The overall theme of this mission was to enter an alien desert world, with lots of abandoned and hostile environments. The player enters an underground secret town later in this mission, which is a very dense town with lots of verticality. Because of Metroidvania nature of this game, the layouts had to be designed in a way that player could return to these areas with their new abilities to discover and explore new sections.
Below you can see the blockout and the released version of the same layout/areas.







Nipulon Mission:
Nipulon was one the last missions of the game. It happened in the same world as Douglas mission, but the mission takes place inside of a vertical tower that looks like an alien hookah lounge.