CASE STUDY 002 / TECHNICAL LEVEL DESIGNWORLD STREAMING / OPTIMIZATION

UFO Robot
Grendizer.

Technical optimization for Nintendo Switch across third-person adventure and spaceship shoot'em-up gameplay.

06EARTH REGIONS
02GAMEPLAY TYPES
02SPACECRAFT: TFO / SPAZER

World Streaming & Technical Optimization

My Technical Level Design work on UFO Robot Grendizer focused on Nintendo Switch optimization. I provided iterative feedback on the World Streaming tool, integrated developer changes into six terrestrial landscape levels, and profiled my modifications to verify optimization gains.

Scope
Six terrestrial landscape levels. The campaign also includes the Fleed prologue and flight sequences with TFO and Spazer; those are separate from the landscape streaming work described here.
Design approach
New cliffs and game assets created occlusion spots where assets could load and unload outside the player’s line of sight.
  1. [01]

    World Streaming Tool Development

    Collaborated with developers in an iterative tool creation process, providing feedback on the World Streaming tool.

    As the developers refined the tool, I integrated their modifications across all six landscape levels. Tool development and level implementation evolved together through this feedback loop.

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  2. [02]

    Open Landscape Constraints

    The streaming approach was to load and unload assets outside the player's field of view. The open landscapes offered few natural occlusion spots to conceal these transitions.

    Long sightlines made it difficult to stream assets without visible popping. I needed to modify the levels to create places where loading and unloading could happen outside the player's line of sight.

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  3. [03]

    Level Modifications & Occlusion

    Added new cliffs and game assets to divide the original landscapes into distinct areas.

    These additions created occlusion spots that concealed asset transitions. By modifying the physical layout, I created opportunities for streaming without assets visibly appearing or disappearing in the player's line of sight.

    LINK TO THIS SECTION
  4. [04]

    Profiling & Optimization Gains

    Profiled my changes across the six landscape levels to verify the resulting optimization gains.

    This connected the level modifications to performance evidence, validating the optimization work across the landscape levels.

    LINK TO THIS SECTION

Case study by Alexandre Chaves, Senior & Technical Level Designer.