top of page

Outlaws: A Pirate's Fortune @ Massive Entertainment

2025

PROJECT CONTEXT

After the release of Star Wars Outlaws the team started to work on the DLC: A Pirate's Fortune. I joined the DLC team early on as a Senior Level Designer

​

A Pirate's Fortune expands Kay's journey at the edge of the galaxy. She'll end up in an adventure alongside the infamous Hondo Honaka, escaping and infiltrating a pirate crew, to uncover the mysteries left by the long gone Khepi civilization. A Pirate's Fortune released in May 2025.

​

-> You can find the DLC on Steam, right here.

keyla-meijer-keyla-meijer-starwarsoutlaws-06.jpg
keyla-meijer-keyla-meijer-starwarsoutlaws-01.jpg

WORK HIGHLIGHT

On A Pirate's Fortune I was the level design owner of the last quest of the DLC: Dead Man's Tale.

 

This quest takes place in an area shared with another quest, the Khepi Tomb This involved a lot of communication with other designers and artists, as we designed the spaces for two quests altogether.

As the level design owner of Dead Man's Tale I contributed on the following topics: ​

​ 

- Macro Flow and Blockout - As mentioned above, the environment used for Dead Man's Tale is shared with another quest (Brave the Unknown). It was a real team effort to design that space, so it could fit the needs of both quests, as well as not feel repetitive. Luckily, both quests have very different play experiences. Alongside other designers, I helped to define the macro flow of the environment. I was also in charge of blocking out some portions of the level (Generator Area / Tomb). 

​ 

- Quest Specific Encounter and Puzzles - The particularity of Dead Man's Tale is that Kay infiltrates the base with a disguise. She'll be 'authorized' to do certain actions and go certain places, within limits. If she breaks these rules and is spotted, combat will be triggered. Designing such encounters was a real challenge, because we always tried to push to player to the limit to break the rules.

 

A great example is when Kay must hack a terminal to activate an elevator Problem: there are three guards chatting in front that terminal. Here the player could use their tools to distract the guards, break into a fight, or try to talk their way through. I was in charge of designing such encounters, as well as positioning guards and patrol routes, for the entire level.

 

To avoid repetition with the first quest, we also had to design different puzzles. Since Kay can roam freely (mostly) in the base this implied that the players will spend more exploring, potentially finding small puzzles and narrative encounters.  

 

- Support for Quest Scripting - The scripting for the quest was done by the Quest Designer. However, I was able to help for the beats featuring gameplay heavy content, such as the endings, the puzzles, or some narrative sequences (due to my experience on the main game). 

CREDITS

I would also like to credits some of the incredible people I worked with on that DLC: Slava Novikov, Gregor De Weger, Henrik Sandin. Sam Luckhardt, Ronnie Tallon, Wouter Gillioen, Keyla Meijer, Catherine Jonsson, Rodrigo Lloret Crespo, Miriam Popescu and Romain Billard.

~

© 2025

bottom of page