LEVEL DESIGN
I am deeply drawn to Level design in games development. It is without doubt the main thing I wish to focus on and make a career of within the industry. I have a true passion for Level design and have over 1000+ hours within both Unity and Unreal games engines. The way a level designer shapes the player’s experience intrigues me. I have long observed how assets, lighting, and sound alter player perception while playing, fueling my passion. I have honed these skills and crafted several external levels, gaining skills and boosting my readiness for future employment in the industry.
OUTER SPACE STATION LEVEL
A level designed in Unreal engine 5, designed for my final university project. The space station is broken up into several key areas that include bridge, maintenance tunnels, main living area and laboratory. I created everything within the scene including all 3d models, materials, VFX, SFX and coding required.
BRISBANE TRAIN STATION LEVEL
A level designed in Unreal engine 5, designed for an online multiplayer VR shooter.
I based the layout and map on the real-world location of Roma Street train station. I first studied the real-world location and researched all areas including the trains, color schemes, signage and layout to add to my design and be as true to the location as possible. I start my designs in low-fi form and draw a 2d rough mudmap and then progress to greyboxing, to see what works and what doesn't after feedback. then finally going importing the finished assets to complete the world. I designed the level to have perfect symmetrical factors and key locations so players could identify areas and engage in gunfights. I have spent a lot of time within competitive VR maps and studied certain level areas and applied this knowledge to my design. I added key assets and chokepoints within the level so players may also apply strategy to their gameplay. Throughout the production of the level, feedback from testing was pivotal in aiding me to reiterate my design to achieve the best possible level for the player to experience a real-world location.
RIBBET KITCHEN LEVEL
A level designed in Unreal engine 5, designed for the 3D platformer RIBBET. Taking the role as lead level designer, I had to design this level for a character that is only small. I designed it so the player was able to take several paths dependent on skill level. The level was designed to match a French industrial kitchen that the player runs, hops and jumps through. I studied many AAA platformers like Astrobot and Sackboy and applied similar technics to my level via obstacles, pathways and scenarios to achieve a high-quality experience for the player that not only keeps them motivated to progress through the level, but also gets the player having fun whilst traversing. Overall, my most polished and highest quality work for not only the practical side but the theoretical side within the design.
METAL EVIL
A multi-level facility designed in Unity Engine, designed for solo FPS. To gain the multi-level design, I had to study Russian architecture and brutalist design to gain the correct aesthetic for the project. My largest map to date at over 8sq km, I designed certain shortcuts and areas within the map that players would be rewarded upon exploration. During this particular production, I learnt many valuable lessons about what to, and what not to do and how it can speed up my production time and overall design skills within future projects. This project really was a learning curve for me, and I am glad that I was able to learn from my mistakes and push forward to completing the level.