Game Design World Building
Anthony Huso
Build something the player remembers for the rest of their life.
Redfall
(2023) Redfall was Arkane Austin’s final game. It was also the most difficult to make for a variety of reasons. I worked on the first chopper crash mission and the lighthouse mission (shown here). I pitched in on other parts of the district as well, and spearheaded the philosophy behind systemic hazard placement.
Prey: Mooncrash
(2018) Some people say Mooncrash is the most underrated game of all time. I wrote and scripted much of the drama that takes place in the capsule, helping establish the characters and the story arc of the game’s rogue-like game play loop.
Prey
(2017) I am responsible for scripting and design collaboration of the station’s main Lobby, Morgan’s Office, Deep Storage, and some side quests whose tendrils reach other parts of the station. I also pitched in with writing: dialog, emails, and other readables. Prey’s moody, loney soundtrack is one of my favorite parts of the game.
Brigmore Witches
(2013) The Brigmore Witches DLC for Dishonored gave me a chance to really play with the tools and create fresh new locations. The mansion, both inside and out, was predominately my design. Collaborating with the artists on this was extremely fun. I did mission-related writing for this title as well.
Dishonored
(2012) Game of the Year. PC Gamer called Lady Boyle’s Last Party the greatest mission in Dishonored. In addition to the party level, I collaborated on the Streets, the Outsider Map, and a few other locations as well. I contributed to the writing of Dishonored in much of the levels I was responsible for.
Boom Blox Bash Party
(2009) I helped develop this Steven Spielberg title on the Wii and surprised our producers and leads by using existing mechanics in innovative and fun new ways. This made my levels a big hit at review time. Taking existing mechanics and using them in creative new contexts is a central value to much of my design work.
KarmaStar (iPhone)
(2009) During a lull in Arkane Austin’s early days we developed this game for the iphone as an abstracted card game with different phases for young, middle, and old age. We tested the game in a meeting room with hand-written index cards and lively feedback sessions afterward. I helped with balance and refinement of mechanics.
Dark Messiah (M&M)
(2006) The Might and Magic franchise got a dark treatment with this release. I helped design and develop the dynamic physics-centric gameplay that Dark Messiah is famous for. I worked on Menelag’s Mansion, the Crypt, the Necropolis, and some of the Temple and cliff-side dwellings.
In Addition…
to the titles above, I have shipping credits for Call of Duty, World at War (2008) for material I developed for the multiplayer maps while contracting with Certain Affinity. I also worked on Dishonored: Knife of Dunwall (2013) DLC.
contact Anthony at stonehold at gmail
For Anthony’s 1st Edition Advanced Dungeons and Dragons blog, and other publications, visit the Blue Bard below.