Level Design Studies
This page has some Future games projects and a couple of "experiments" where I play with mechanics, shapes, and layouts.
Quake Modding.
Trenchbroom
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Solo project
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3 weeks
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Trenchbroom 〰️ Solo project 〰️ 3 weeks 〰️
This project was made for Quake taking advantage of prebuilt systems and mechanics allowing me to fully focus on level design.
I looked to create specifically engaging, fun, fast, and fluid encounters.
Maintaining a good pacing and climbing action between these encounters while also keeping in mind space architecture and composition.
While it was an amazing experience and incredible fun I got to learn in depth the best situations for combat encounters and how put that in practice. There is still a lot of work and learning to do in this, so definetely expect more of this.
Little Robot Big City
UE5
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Solo project
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1 week
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UE5 〰️ Solo project 〰️ 1 week 〰️
Little Robot Big City is a level created during the Into games level design course with Peter Field.
Little Robot Big City is a third-person platformer, inspired by Stray, Psychonauts, and Rachet and Clank.
I went for something slow-paced and focused more on the atmosphere and some small moments of platforming.
The size of the camera and how space affected it was taken into great consideration. I did a simple script that sets the camera boom length according to each space.
The assets used in this level were created by me except for some pipes and railings.
Tenebrosity
Unity
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9 Members
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4 weeks
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P4V
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Unity 〰️ 9 Members 〰️ 4 weeks 〰️ P4V 〰️
Tenebrosity was an amazing challenge, it was one of my first approaches to puzzle design and implementation. That was on its own quite a fun challenge, but I was also the Project Owner. As PO I was in charge of team communication and setting a common goal. Talking with programmers, designers, and of course artists.
Tenebrosity is the second game project for Future games. We made an online Co-op focusing on light and darkness gameplay.
I was the Project Owner and level designer for this project, making a incredible challenge to manage two aspects of game production.
Post Drone
Unity
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9 Members
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2 weeks
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P4V
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Unity 〰️ 9 Members 〰️ 2 weeks 〰️ P4V 〰️
In post-drone, you play as a drone going against the clock to deliver all 8 packages.
While designing the level I wanted to give the player a constant sense of flow, but still have a traversal challenge while trying to find the drop-off spots.
The biggest test was exploiting the verticality within comfortable parameters, not having the player going too high or too low. We solved this issue with gameplay and added a time limit to the game instead of making fiscal boundaries.
Post drone was the first game project for Future games. We were tasked with creating a game that revolves around future mobility and used the X vox adaptive controller.
The team was formed with Stockholm students and Karlstad students, making a challenge in communication and an interesting remote experience.