• Blockout level

  • Build level mechanics

  • Test functionality

  • Create tasks and track work progress

Unannounced Title

Lead Level Designer and Producer

Role Responsibility and Tools

  • Unreal Engine 5

  • Research level and create documentation

  • Create level map layouts

  • Lead other designers

This level was built as a Gothic-inspired cathedral emphasizing player flow, verticality, and encounter design. Starting with 2D layouts, I planned navigation routes, sightlines, and points of interest to balance exploration with combat opportunities. The blockout established scale and pacing, while modular structures like arches and buttresses supported consistent rhythm and readability.

The final iteration focuses on player guidance through spatial design and lighting, using focal points such as altars and statues to draw attention naturally. This project demonstrates the full level design workflow from concept to blockout to polish, while prioritizing gameplay clarity, atmosphere, and immersion in Unreal Engine. The map layout was created using Draw.io

https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/42d25dae-c5b6-411c-8ea9-958e29ead873/1.png?content-type=image%2Fpng https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/63f44e5e-7da4-4c50-b589-a0a10cd8c255/2.png?content-type=image%2Fpng https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/d85102bd-4dea-4710-a177-e60aad04f0a8/3.png?content-type=image%2Fpng https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/c88e00cc-0de9-4ce0-9403-b330debc54d7/4.png?content-type=image%2Fpng https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/a4192299-6d6d-4378-bd33-f838dbf7c1bb/5.png?content-type=image%2Fpng https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/32dd6534-4867-4e96-8b1b-a0428ff00e81/6.png?content-type=image%2Fpng https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/f84a5563-ee88-47c3-b020-67ec5630a672/7.png?content-type=image%2Fpng https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/56318f30-28b5-4ab6-8b84-ce506af6bae5/8.png?content-type=image%2Fpng https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/e0993659-7747-4076-97ac-c454250947f1/9.png?content-type=image%2Fpng https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/68ac2e0b-97aa-46e8-8fb0-82af2f047a1a/10.png?content-type=image%2Fpng https://images.squarespace-cdn.com/content/6962e15708756e1906a72d24/33da58f8-c2be-455c-bc1d-28e879e334fc/11.png?content-type=image%2Fpng

Research

The Gothic-inspired cathedral serves as a landmark for players to use as a sense of direction (Mars Games, n.d). Yu and Liu (2022) talk about implicit versus explicit player guidance and how explicit wayfinding, such as glowing paths and objective markers, will ruin player immersion and experience. They also discuss how environmental layouts and landmarks help players gain a sense of direction (Yu & Liu, 2022). Combining these elements helps draw attention towards the cathedral without having to use explicit guidance and break the player’s immersion and experience (Mars Games, n.d; Yu & Liu, 2022).

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Unannounced Title - Swamp