Work | KCD2 - Level Design

Trosky

I was the sole design owner of Trosky Castle, the landmark of the Trosecko region and the key story location of the first map. I worked on the castle from pre-production to release, collaborating on early concepts, revising whiteboxes, supporting quest teams with unique story content, populating the location with NPCs, creating set dressing, and working on final polish and bug fixes.

Trosky went through many redesigns to be able to serve as a quest location, boss arena, living set piece, striking landmark, and historically accurate reproduction. For most players, the castle has become an unforgettable location that has sparked increased interest in visiting the real Trosky Castle in the Czech Republic.

Blockout

Closed castle

Life at the castle

Technical level design

Daycycle example

Items and inventories

Archery circuit

I was the level designer for the archery circuit in Horses for Courses, the first free DLC. I created the basic layout, whitebox, iterated on various gameplay ideas, and organized/evaluated internal playtesting sessions. The design of the circuit was informed by a collection of references, coming mainly from horseback archery disciplines of Hungary, Poland, and Mongolia. I implemented 19 unique mounted archery tracks with 210 targets in total. Before handing the circuit to the level artist, I did preliminary set dressing.

Working on the archery circuit was not just about landscape and static objects, but also about dynamic events. These included dedicating areas for competition spectators or creating a daily routine for the race organizer who takes care of his circuit by repairing fences, target stands, or widening roads.

Blockout

Biathlon idea

Bow vs. Crossbow

Legendary tracks

Bach

I was the design owner of the Bach industrial zone adjacent to the city of Kuttenberg. Bach underwent several iterations during its development, especially in terms of its art direction. For a long time, we struggled with the location's visual noisiness - this negatively affected the city's skyline when used as a backdrop for several important story moments (depicted both in the game and cutscenes).

As for level and open-world design, Bach is populated by 75 NPCs, each with a specific set of routines taking place in the area. The naturally rugged terrain partially forms the boundary of the playable map, so we spent a lot of time optimizing navmesh, barriers, and collisions not only for the player but also for his canine and equine companions.

Sigismund’s warehouse

Part of the Bach area is Emperor Sigmund's warehouse, which I designed specifically for the Feast for the Poor quest. From the beginning, it was intended as a place where players would have to use their stealth and thieving skills, as it was specified in the narrative that they must not utilize combat or kill anyone on the premises.

My goal was to convey a sense of uncertainty to players as they move between tents and cargo. This feeling was enhanced by deliberate denial of any vantage points. Players are therefore thrust into the space and must think on their feet.

The design of enemy patrols differs according to the time of day. At night, more guards are static, and some may fall asleep on duty. Part of the encounter design included custom settings for perceptual values such as soldiers' vision and hearing, their combat level, and their equipment.

Continuous playtesting helped us identify shortcomings in the spatial hierarchy. The video shows the removal of a multi-story building that served as an unintended point of interest for players.

Ruthard Palace & Vlasska Street

I was the design owner of the district of Kuttenberg city situated around Vlasska Street, which included two key locations - Ruthard Palace and All Saints Inn.

All districts of Kuttenberg were divided among five level designers, which provided a unique opportunity to cooperate within the city on interesting connections between neighborhoods and share various improvements to NPC daycycle management and area design in general. Furthermore, by reviewing each other’s work, we were able to develop ideas on how to differentiate our neighborhoods better.

Vlasska Street is characterized by the juxtaposition of opulent and distinguished buildings that staunchly guard their privacy and wealth, and alleys lined with groups of workers and beggars coping with the recent siege of the city. 

The world of KCD2 is characterized by a keen attention to detail, allowing players to visit and compare real-world places with those in the game. Therefore, before I started working on the location, I visited the city to gather references.

Ruthards in control

Ransacked palace

All Saints Inn

Streets

Sedletz

I was the design owner of the Sedletz region, which consists of the ossuary, the cemetery, and the gravedigger's dwelling.

The large area is inhabited by only four human NPCs, two horses, and two dogs, which allowed me to go more in-depth within the living world design and enrich the individual day cycles with more custom activities. Likewise, the individual locations contain a lot of exploratory gameplay, during which players can find unique loot, references to the quests Feast for the Poor or Forbidden Fruit, and easter eggs. As part of my ownership duties, I assisted the team with the quest Thou Art but Dust, which tells a fictional story about the origins of the current bone furnishings in the ossuary’s chapel.

Vineyard

I was the sole design owner of the monastery vineyard and the adjacent region of Lorec. Most of the development time was devoted to the actual vineyard settlement and nearby workers’ infrastructure, which are prominently used in the In Vino Veritas quest. I revised layouts and whiteboxes and was in charge of living world design, which included creating and labeling settlement areas, positioning prefabs like tables, benches, weeding spots, stashes, fireplaces, or guarding spots. I created 28 human NPCs, 4 dogs, and 4 horses for the region, each with a unique role and daily routine.

The vast expanses of the vineyard can easily appear deserted, so it was important for me to incorporate various distinctive daily activities of the residents and cleverly schedule them to create the impression of a larger number of workers moving around.

Grund, Horschan, Old Kutna

I was the original design owner of Grund, Horschan and Old Kutna regions before handing them over to junior level designers during full production. I worked on area design, settlements’ initial layouts, and whiteboxes. I created around 150 NPCs, their factions, and rudimentary day cycles consisting of basic morning and leisure activities, work duties, and sleep schedules.

Level optimizations

As the design owner of the horse and stealth features, I worked closely with other level designers, level artists, and 3D artists in optimizing the world. This involved mainly creating trigger areas where players’ horse and dog companions couldn't access, adding custom collisions to building prefabs to accommodate horse pathfinding, defining playable space using generic or player-only collisions, and helping stealth gameplay using visibility blocking collisions.

Additional work

Chasing the Cardinal

Stealth encounters

Regular collaborators:

Here are some of my regular collaborators from the concept and level art departments:

Matej Bejcek - level artist

Jakub Englicky - level artist

Pawel Kurowski - concept artist

Petr Susanka - level artist

Jonas Zavacky - concept artist