Here I will document some environments I have built. Some are from completed projects, some are from game jams, and some are from unfinished projects. They will be ordered from newest to oldest, starting from the top. There is also a table of contents at the bottom of this page.
This level was created for the 2025 Bigmode Jam for our entry, Power of Attorney. This level wears it's inspirations on it's sleeve a bit, as I was pretty unsubtle about it being an almost 1 to 1 recreation of Saul Goodman's lobby from Breaking Bad. That claustrophobia and paranoia felt in those scenes was a huge inspiration in the direction this project went.
Overview
Artwork
The level created for the game jam project Blight Isle. This was a very small, simple level that I made using blender's sculpting tools. I did it this way to create a more natural feel to the game, then placed the more rigid, handmade props around the environment. I also created the interior of the barn as an explorable area so the player could cook their crops and store excess materials.
Overview
For this project, we made the entire game one interconnected level. This was something I wanted to try out and was also something I thought would save us some time on creating a save / loading system. This level was created as a part of the Bigmode game jam for our entry Clyde: Breach of Contrast. I designed the vast majority of this map with some assistance from Serpy aka snowcactus.
Overview
Artwork
The artwork shown in this level was all created by me with Aseprite, I had a lot of fun with these and found myself wishing I had time to make more.
This was the third level in the game jam project "MECHROIDVANIA". Since the mechanics were very ironed out and set in stone by the time I got to designing this level, I was able to visualize the concepts better and think a bit more outside the box. I wanted this level to have a lot of verticality, since the intention was that this was a ship docked on top of the other ship. I also wanted the ship level to feel very distinct from the other two, since the other levels don't have a lot of color. I think the puzzles on this level are generally pretty good, but the final ones push the confusion a bit far and make it unclear what you are meant to do or when you have completed your task. It was created alongside 2 other levels during the month long "Metroidvania Monthly 21" Jam.
Flythrough of the level. Doors are deleted in this version of the scene just for the sake of the video.
Initial sketch
This was the second level in the game jam project "MECHROIDVANIA". This was meant to be an underground cave system beneath the crashed ship. I had planned to sculpt the exterior walls then have a solid wooden foundation floor to imply a cave that had been excavated, but time restraints lead to me using simple cubes for the walls and everything. I still do like the general vibe of this area and ended up very happy with the materials work. I also really enjoyed the puzzles for this level, though the final platforming challenge with the lowering platforms was tougher than I had initially planned. I also ended up pretty happy with the cyclical nature of the level, looping back in on itself, though I think I could have done it more and in some more interesting ways. It was created alongside 2 other levels during the month long "Metroidvania Monthly 21" Jam.
Flythrough of the level. Doors are deleted in this version of the scene just for the sake of the video.
Initial sketch
This was the first level in the game jam project "MECHROIDVANIA". This level was intended to be a crashed, abandoned spaceship overrun by aliens. It was created alongside 2 other levels during the month long "Metroidvania Monthly 21" Jam. This level was meant to introduce the general tone and give the player a safe place to return to between expeditions while also giving them somewhere to test their abilities out. This level has some of my favorite setpieces while also housing come of my biggest level design mixups. For example, I think the "Frogger platforms", as I was calling them, or the large scrolling platforms after the death pillars, are a really cool and unique platforming challenge with an interesting twist on return visits with some equally cool spectacle when you initially trigger it. On the other hand, I think the doorway to the "final boss" (we didnt end up completing it) is unintentionally misleading and makes the player think that is where they are meant to go, rather than the visual checklist of abilities I intended it to be.
Flythrough of the level. Doors are deleted in this version of the scene just for the sake of the video.
Initial sketch
A very scribbly and sketchy first draft of the map. As this was for a gamejam, there were no other drafts to clean it up. Thankfully, Only I had to decypher this mess, so it did the job just fine.
A mall level created for a game concept we are working on called "Mall King". The mall is symmetrical 6 ways, which allows for 6 wings of the mall, each with some stores contained within. This is meant to be similar in shape to that of an asterisk. The intention here is for this mall level to act as a hub for the game, with every store being an access point to a level. I plan to make every store specialize in selling variations of only one item, i.e. "Fridge Store" or "Key Store". This level has went through a lot of variations and I plan to overhaul it multiple more times before it is even close to being used in game, But I am still quite proud of where it is. This map taught me about modeling with 6-sided symmetry, switching between pre-baked lightmaps, advanced uses for navmeshes, and just general map creation skill.
General overview of the mall
A look inside one of the wings of the mall, with some AI aimlessly running around.
The center is meant to be an elevator that will take you to the top
Each store will have its own sign that will affect lightmap bakes, as of right now there is only one sign made though.
Alternate Lightmap Bakes
All lights on
Only the wing lights on
Only the center lights on
No lights on, only ambient light from objects.
Concept Art / Old Versions
Side profile of what the mall could look like with multiple floors, including an underwater section below
This was the map created for our GMTK Dice Jam entry, "One Dungeon in Dice World". This was a 2 day period we had to create not only this map, but the rest of the game as well. As a result of that time limitation, I thought up a system to more quickly create a map rather than hand modeling it in blender. I created a prefab with multiple options, then had them all snap together in unity. This allowed me to quickly create the map seen below using prefabs snapped to a grid and then each wall could be toggled either a wall, an opening, a doorway, or a closed doorway.
The map had enemy encounters and dice pickups.
There was also a battle scene, which handled the battles against monsters.
Modular Level Chunks
This modular grid building system made building the initial map much easier, and fit with the more static movement system of the game.
This was my first time making a full, legit level. This is the furthest my level design skill have been tested so far, and I had a blast doing it. I think I can still improve a lot. This level went through many iterations, but mostly landed in a place I am overall happy with. This level relies on an understanding of the mechanics of Swallowed Holl, but I'll briefly summarize them here for clarity. Essentially, in Swallowed Holl you have two parallel worlds, that being the real world, and Holl. Your player character in the game has the ability to switch between these parallels realms at will, and uses this to solve various puzzles. To allow for this effect to work, I had to create two duplicates of the level and have them side by side, then calibrate my World Shift mechanic to have the right distance. The core concept of this level is to navigate a bomb through the level while solving puzzles using your world shift mechanic, but the bomb cannot follow you into Holl, so you need to work around that.
Here is a full playthrough of the level, start to finish.
The Map
"Holl"
"The Real World"
The two realms side by side, they are very similar structurally but they differ greatly aesthetically.
The mesh of the level being built using the map I created as reference.
"Holl"
"The Real World"
This was a level thrown together to try and introduce the player to the concept of world swapping and conveyor belts, systems from my school project game "Swallowed Holl". I learned a lot from playtesting this level and there is a good amount I would change about it now, but I am still proud of a lot of the ideas and how they teach you the basics of the game so I could push them a bit further in the Bomb Level, see above. This level was made with less preparation than the Bomb Level, and as a result I think it is a bit more simple, and a bit less thought out and balanced. There are some points that are more difficult than I intended them to be. Overall I think this is an alright introduction to some cool mechanics that I'm proud I was able to pull together given the time limitation.
Real World
Holl
Concept Art
This was a small simple neighborhood made for the 10 day long Spooky Scoopy Scorpy Jam game jam game, Dark Cowboy. This level was simple on the surface, but had some fun secrets to explore. I learned a lot about occlusion culling and baking lightmaps getting this area honed in, and I have learned a lot since. This level has some very on the nose signposting that I would have liked to improve if given more time. It also has some bizarre assets scattered throughout since there were assigned assets in the jam.
Every house had an explorable interior, although they were very simple.
An example of that on the nose signposting, I just put text on the wall explaining exactly what to do. Not very subtle.
A creepy, otherworldly cave with a small market stowed away in it created during the 10 day jam period for Dark Cowboy. This level was created relatively quickly, but I ended up very proud of how it all game together. The lighting in this area in particular felt very good for me.
The cave was created out of this lumpy potato shape I quickly sculpted then inverted the normals.
This level was from a game called "Undead Assembly" that was created in a 2-day period for a local game jam. This was a level created before I had any experience creating 3D assets, so all the 3D assets here were created by a friend while I designed the level, laid out the assets, handled the scripting, and set up the lighting. You can watch a full playthrough of this game here.
Table of Contents