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Livelock: Meet Tuque - Dominic Norman

By Jayson | Fri 04 Mar 2016 09:00:00 AM PST

Hello World,


My name is Dominic Norman, and I am the Level Designer on Livelock. I started working with Tuque on Livelock in September 2014.

What can players see or engage with in-game that you are directly responsible for?

As the level designer on Livelock, the level pacing is one of my main responsibilities. I am very happy with what we’ve achieved for Livelock and I really hope players get a blast out of the levels.

What made you want to become a game developer?

When I was young, I could only play two hours of video games per week. This pushed my interest to its limit and instead of playing I would imagine video games all the time. While studying in programming and design, I got into mods with the original Neverwinter Nights and launched my own mod for Neverwinter Nights 2. This confirmed my interest to become a game developer.

Another thing that was important for me early in Livelock’s development was to push  destruction of the environment. Breaking stuff is an underrated game mechanic, and I made sure it was a pillar of the Level Design for Livelock.

Can you tell us one of your personal influences while conceptualizing and developing Livelock, and how it affected the game

‘’The World Without Us’’ is a non-fiction book that goes in great detail describing how the world would fall apart if humans were to disappear. The fact that it gives so many details about Manhattan following an apocalyptic destruction was probably one of the reasons why we chose it as the main location for Livelock’s first act.

For the other acts, we wanted to go out of the city and explore more alien concepts. For each A.I factions, it was a nice exercise to figure out their logic and build an ecosystem around it. For example, we decided very early that we wanted the second faction to be insect-like. Bee and Ant colonies were great references for me to build their ecosystem. (Check out Honey Ants, they are really creepy!)

What is the most exciting or terrifying event you’ve experienced while developing Livelock

When a squirrel entered our studio through a window in the middle of a team meeting

Would you be willing to upload your mind into a computer

That is a very interesting question we hope players ask themselves while they play… Personally I think I would. Curiosity is the lust of the mind

The Livelock process will continue on our ForumsFacebook and Twitter until its release later in 2016. Follow us for exclusive content including the latest news, developer chats, concept art, and more.

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