A collection of 3D first person levels made in Unreal Engine 5 to explore designing levels under different constraints.
Made in Unreal Engine 5.
I started this project in January 2024 as a level designer. The constraints I designed these levels under were: 3D first person. One level was to get familiar with the Unreal 5 engine, one was an interior level that had to smoothly connect to two other levels, another was to learn open world design.
Some of my contributions include:
gathering reference material to create a moodboard of the level
drawing level layouts to fit within the constraints for each level
creating a blockout of the level using the level layout as a guide in engine
playtested to further iterate on the level
doing a final art pass to complete the level
I start off each level with a level flow where I plan out the different areas, traversal paths, and lines of sight that the player will encounter in the level.
I keep constraints such as the available character abilities in mind when designing the level flow, as well as the general idea of the time and place of the level.
From the level flow, I move on to draft up a rough sketch of the level layout on paper, being sure to mark out each point of interest, change in elevation, and region.
Afterwards, I gather reference material (with credit) to get a better visual idea of what the final level might end up looking like.
Finally, I take all my design materials and start to implement them in engine by making a blockout.
This is the level design pipeline that I have practiced and honed throughout working on this collection of levels.
Shade Shift is a 2D platformer where each level consists of two shades of maps--both are necessary to complete each level, but only one can be visible at a time. Shift between the two in a test of dexterity and wit!
Made in Unity engine.
Shade Shift started development in Summer 2022, and while currently released, has plans for more levels. Originally a 2 person project, it expanded to 4. I joined the project later in its development mainly as a designer while also contributing to programming.
Some of my contributions include:
quickly familiarizing myself with the game's mechanics and experience goals as a later addition to the team
discovering a bug, and then turning it into a feature
designing a level, from paper prototype to greybox to final iteration
playtested extensively, both internally and getting external playtesters to help identify issues and bugs
When creating a level for Shade Shift, I had to keep in mind both Intellectual difficulty and Dexterity difficulty. In other words, I can make the level difficult to figure out how to complete (intellectual difficulty) and/or difficult to execute (dexterity difficulty). A good level gives the player multiple spots throughout the level where they can stop, shift safely, and plan how to get through the next section while also making it not a walk in the park to maneuver through. Once I sketched out my level on paper, I took it to implementing in the Unity engine so I could run internal and external playtests to polish and refine the level.
Super Soul Angel is a 3D third person action shooter for PC where you play as an Angel sent on a mission to retrieve a certain Soul from Hell. Shoot demons, grapple to avoid them, proceed to the next level.
Made in Unity Engine.
Super Soul Angel started development in January 2022 and ended in May 2022 with a team of only two members. I worked closely with a partner as mainly the sole artist and narrative designer, while also contributing to design and programming.
Some of my contributions include:
prototyped grappling hook mechanic
came up with narrative lore that helped serve one of the core experience pillars--absurdism and the mundane
created all enemies, from concept art to final 3D models
designed and programmed enemy behaviours
Across the Gate is a competitive, strategic tile-based board game where you're on a race to be the first to find 3 items and bring them to the gate tile. Features a unique "vision" mechanic where players can only "see" in a 1-tile radius around their player avatar, leaving items, curses, and blessings hidden across the board.
Made in Tabletop Simulator. Available on The Game Crafter.
Across the Gate was initially one mini-game from a separate game I designed earlier in Fall 2020 that I decided to expand on. I brought on 3 other members to help with design and art in October 2020 and we shipped the game in December 2020 on The Game Crafter. My role on the team was as the project lead and lead designer.
Some of my contributions include:
designing the base "vision"-tile-flipping mechanic that defines the game and gameplay
re-contexualizing the original game's experience goals and player experience to allow the game to be a stand-alone, one-off game
constantly playtesting and iterating to balance the game based on player feedback
take the game from a Steam workshop for Tabletop Simulator and publishing it to The Game Crafter as a physical game available for purchase, keeping within the allotted budget