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Marbleground Construct

Game & Leveldesign

ARID

Arid is a gritty, exploration-survival experience that challenges players in surviving the most arid place in the world: Atacama.

Role: Level Designer.

Timeframe: Sep. 2020 - Ongoing.

Platform: PC & PS4.

Powered by: Unreal Engine.

My responsibilities as a level designer included (but were not limited too):

  • Concepting, building and polishing of the entire Steam demo map with over 4000 downloads.

  • Sculpting the terrain, placing foliage, designing play spaces and dressing an open world environment of 700m².

  • The full onboarding experience in terms of blockout, iteration, mission system and dressing.

  • Optimization of the world and assets to hit our target of a ps4 playable game.

Work

Levis Umbra

Levis Umbra is an Action Stealth Game. Infiltrate an underground facility and avoid the machines at all cost. Find a way to go unnoticed as you penetrate deep into the core, armed only with a hacking device and your wit.

Role: Level Designer, Design Lead & Environment Artist.

Timeframe: March 2020 - July 2020.

Platform: PC.

Powered by: Unreal Engine.

My responsibilities as a level designer & design lead  included (but were not limited too):

  • Full ownership of the final level of the game.

  • Creating blockouts for 15 different setups, of which eight ended up in the final product.

  • Scripting tools supporting the level design pipeline.

  • Visual benchmark and Asset art to support our Environment artist.

  • Full level dressing of my level including light, VFX and environment art.

  • Creating Promotional material that has been featured in the Unreal Engine Student showcase.

Marbleground Construct

Marbleground construct is a 3D puzzle platformer. Set in a children's classroom you complete these pre-build puzzles by placing in different object that help you control the marble.

Role: Game & Level Design.

Timeframe: 

Platform: PC.

Powered by: Unreal Engine.

My responsibilities as a game & level designer included (but were not limited too):

  • Initializing the level design process and visualization of the concept.

  • Full ownership of the playable level in terms of concepting, blockout, prototyping, all missions, polishing and playtesting.

  • Game & level design related documentation.​

  • Creating prototypes of additional mechanics to cater to our target audience.

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CTF-Alienist

CTF-Alienist is my take on a competitive 5 v 5 capture the flag level made for the game Unreal Tournament.

Role: Level designer.

Timeframe: 8 Weeks.

Platform: PC.

Powered by: Unreal Tournament editor.

My responsibilities as a level designer included (but were not limited too):

  • Research into unreal tournament and competitor analysis of Quake Champions.

  • Creating the level concept and a concept proposal for stakeholders. (teaching staff)

  • Creation and upkeep of the Conditions of Satisfaction and Iteration document.

  • Level Design documentation covering all the specifics of the concept of the level.

  • Initial level blockout.

  • Interaction with the community and playtesting with the target audience.

  • Professional iteration cycles through playtesting with peers and supervisors every iteration.

Gamejams, personal projects and more.

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About me

I'm a breadcrumming expert and a framing connoisseur

Showreel

Highlight video showcasing my best work all at once.

In progress...

CONTACT

I'm a Dutch level design student looking for an internship starting from September 2021.

I'm open to work from my home office or to relocate.

You can shoot me a message regarding me, my school, internship opportunities and everything else you might want to get information about!

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