Levis Umbra is a 3rd person stealth game where the player has to navigate levels by avoiding enemies and hacking their environment.
Project Roles: Level Designer & Game Designer
Project duration: Nov 2019 - Jul 2020 (20 weeks)
Team Size: 16 devs
Engine: Unreal Engine 4
As a level designer I worked on and created Levis Umbra's second level that focused on playing with verticality creating different floors that functioned as their own individual areas for the player to pass through in a multitude of routes. To accomplish this I:
Researched level layouts in other stealth games
Created conclusions in Level Design Bible
Iteratively worked on and tested the game's second level
Fully dressed the game's second level with art assets
The resulting level was very well received by audiences after release.
In this project I acted as one of two initial designers working on creating and selling the game's core concept. As a general game designer I was responsible for:
Concepting the core game loop
Creating enemy architypes for proof of concept
Outlining asset lists and creating feature breakdowns
Creating a level to show off the proof of concept
These efforts resulted in the Greenlighting of this project.
During part of the project I acted as a technical designer. In this role I worked on outlining and creating the enemy's detection behavior. For creating this behavior I took the following steps:
Researching enemy behavior in other games
Creating an outline for how our enemies should behave
Blueprinting basic detection function with "detection bar"
Editing existing behavior tree to create a new state for the enemy in which they look around in random locations within a certain radius after loosing the player