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.

Goal presentation iteration
Space Iteration

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.