

Level & Design Philosophy
These grayboxing prototypes were created over roughly a week and a half, focusing on exploring level design across different genres and gameplay scenarios. Rather than working toward final visuals, I used blockouts to test how spaces support stealth, combat, traversal, and player choice.
A core focus was guiding the player through the environment without relying on UI prompts. I used landmarks, elevation, framing, and set dressing to communicate direction and intent. In several layouts, players can see areas they cannot reach yet, creating a preview of what’s to come and reinforcing a sense of progression.
I also experimented with pacing and structure. Some spaces offer multiple routes with different risks and playstyles, while others are intentionally linear to control tension and flow. This helped me study how structure influences player behavior and decision-making.
Learn more about my level design process here.

Level Design
When creating levels for this project, I worked both directly inside our in-house engine and in Blender, following a blockout-first workflow with frequent iteration. A constant focus throughout the process was performance, readability, and balance, particularly because the game is multiplayer.
To ensure fair gameplay, I balanced the different intended paths so they offered comparable traversal times. When certain routes were naturally shorter, I compensated by increasing their execution difficulty through tighter turns, more precise jumps, or additional obstacles. This approach created a clear risk-versus-reward structure rather than a single optimal path.
I also designed multiple convergence points where routes would intersect or overlap, encouraging player interaction throughout the level. In some areas, paths crossed vertically by going above or below one another, while in others they merged into shared spaces, creating moments of tension, competition, and opportunity.
Throughout development, I continuously evaluated player flow, sightlines, and spatial readability to ensure players could quickly understand their options while still feeling free to experiment. Layout decisions were iterated on through playtesting and observation, with adjustments made based on how players actually navigated and interacted within the environment rather than on assumptions.
Learn more about my level design process here.

Game Design
I created spaces that support different playstyles, including stealth routes, direct combat encounters, and traversal challenges. Enemy placement and sightlines were used to create meaningful choices - whether to sneak past threats or fight through them.
I often began levels from an elevated position, giving players a clear overview of the space. This allowed them to scout enemy placement and decide which path to take before committing, encouraging planning and agency.
Landmarks placed in the distance helped players orient themselves and understand long-term goals. In several layouts, unreachable areas were visible early on, creating anticipation and helping players build a mental map of the space.
Some levels feature branching paths with different challenges, while others are more linear to maintain pacing and tension. Set dressing and environmental framing were used to subtly guide movement and highlight safe routes without explicit markers.

Technical Workflow & Scripted Events
I worked extensively in Unreal Engine 5, using Modeling Mode to shape environments directly in-engine. This allowed quick iteration on terrain, structures, and traversal routes without relying on external tools.
I also experimented with scripted events to explore how level interactions can redirect gameplay. In one example, a collapsing bridge drops the player into a river that carries them to a new section, where they must platform their way back up. Instead of a fail state, the event becomes a new gameplay sequence.
Blockouts were used to test readability, collision flow, encounter triggers, and traversal before adding detail, ensuring that gameplay remained clear and functional from the earliest stages.
