Designing a Living City Hub and Signature Boss Encounter
Designing a Living City Hub and Signature Boss Encounter
From blank slate to shipped experience, blending narrative flair with systemic depth for Oddworld: Stranger’s Wrath
From blank slate to shipped experience, blending narrative flair with systemic depth for Oddworld: Stranger’s Wrath

Inside the Build
These designs for Oddworld: Stranger’s Wrath were led by Jameson Durall — our Founder and Principal — while serving as a Level Designer. Jameson transformed unused map segments into the fully realized Jo Momma’s compound boss encounter, creating new mechanics such as electric wires and the piledriver, writing dialogue, and implementing the mission from start to finish.
Beyond this flagship encounter, he built New Yolk City as a dynamic world hub, complete with branching NPC logic driven by world state, black market system, and seamless content flow in collaboration with mission designers, ensuring every player path felt connected and purposeful.
Oddworld: Stranger’s Wrath stands as a showcase of crafting dense, expressive spaces that reward curiosity and strategic play. It reflects the ability to take a space from blank slate to shipped experience, blending narrative eccentricity with systemic integrity. It also demonstrated the value of integrating small-scale set pieces into a larger systemic world, ensuring every player path felt meaningful.
“From boss battles to dynamic hubs, we build it all.”
Built Into Our Process
Our work on this project reflects the same approach we bring to studios today: combining creative vision with systems thinking. We design encounters and hubs that not only deliver memorable moments but also integrate seamlessly into the broader game world. Whether revitalizing underused spaces or building dynamic hubs from scratch, we ensure every element serves both narrative and gameplay goals.
Whether building from the ground up or scaling an existing project, we help teams create experiences that are cohesive, scalable, and truly engaging.
One suite. Three levels of design support.
One suite. Three levels of design support.
Jameson Durall XP offers a three-tier game design consulting suite. Whether you need a fast fix, a production-ready design framework, or full design leadership, we offer support at every level of game development.
Each service is built to meet you where you are. No matter your challenge, there’s a clear path forward for your dev team and your project.
Expertise That Moves Projects Forward
With over 25 years of experience across AAA development and leading high-performing design teams, we know what it takes to build systems that work and experiences that land. Our approach is practical, direct, and grounded in real development without the fluff. Studios work with us because we bring clarity, ask the right questions, and move projects forward with purpose.
With over 25 years of experience across AAA development and leading high-performing design teams, we know what it takes to build systems that work and experiences that land. Our approach is practical, direct, and grounded in real development without the fluff. Studios work with us because we bring clarity, ask the right questions, and move projects forward with purpose.
Our Track Record. Your Advantage.
Our Track Record. Your Advantage.
From high-level concept to the finer points of pacing and progression, great game design comes down to making a million small decisions with intent. We help you make those decisions smarter, faster, and with greater impact.
Let’s Talk Design That Works
You don’t need another vague opinion. You need insight that drives real progress. If you’re facing design chaos, chasing cohesion, or ready to level up your systems, we’re ready to dig in. Get in touch and let’s make something great together.