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):
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Concepting, building and polishing of the entire Steam demo map with over 4000 downloads.
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Sculpting the terrain, placing foliage, designing play spaces and dressing an open world environment of 700m².
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The full onboarding experience in terms of blockout, iteration, mission system and dressing.
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Optimization of the world and assets to hit our target of a ps4 playable game.
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):
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Full ownership of the final level of the game.
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Creating blockouts for 15 different setups, of which eight ended up in the final product.
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Scripting tools supporting the level design pipeline.
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Visual benchmark and Asset art to support our Environment artist.
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Full level dressing of my level including light, VFX and environment art.
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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):
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Initializing the level design process and visualization of the concept.
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Full ownership of the playable level in terms of concepting, blockout, prototyping, all missions, polishing and playtesting.
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Game & level design related documentation.
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Creating prototypes of additional mechanics to cater to our target audience.
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):
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Research into unreal tournament and competitor analysis of Quake Champions.
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Creating the level concept and a concept proposal for stakeholders. (teaching staff)
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Creation and upkeep of the Conditions of Satisfaction and Iteration document.
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Level Design documentation covering all the specifics of the concept of the level.
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Initial level blockout.
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Interaction with the community and playtesting with the target audience.
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Professional iteration cycles through playtesting with peers and supervisors every iteration.
Gamejams, personal projects and more.