
My specialty is level design.
On this page, you can see the levels I’ve made.
Scroll to check them out
The following levels are from my current project.
My current project is a first-person horror game where players are blind and have to navigate with echolocation. This introduces a couple of challenges, namely not being able to rely on textures or lighting.
The materials in the following images are color coded.
- Grey: Set dressing
- Orange: Interactable
- Yellow: Collectible Resources
- Green: Items for interacting with the level (keys, gas cans, etc)
Hospital
This is my largest level so far. It has a lot of narrow hallways and interconnecting corridors.
What I’m proud of:
Interconnecting corridors
Player freedom
Verticality
Visually distinct areas
- Each area serves a purpose
What I would do different next time:
- Make it smaller
Apartment
This level takes place in an apartment building at the center of a city. When I was designing it I knew that each unit provided me with environmental storytelling opportunities, which I had to take advantage of.
What I’m proud of:
Environmental storytelling
- Exterior set dressing
What I would do different next time:
Make each floor more visually distinct
- More ways to move between floors
Cabin
This is the smallest level in the game. It features a small cabin with a basement, a barn, and a shed.
What I’m proud of:
Making an environment that truly feels lived in
- Environmental storytelling
What I would do different next time:
More verticality
- More interesting exterior
Safehouse
This is the player’s safehouse, where they can buy new items, research upgrades, and plan their next mission.
What I’m proud of:
Selling the idea this is a post-apocalyptic bunker
- Reinforcing the oppressive environment
What I would do different next time:
More unique items
- Add an area for players to experiment with items
The following levels were made for practice
These levels aren’t part of any larger project, and were only created to hone my skills.
Cathedral
This level was designed as a first-person narrative adventure that players would take at their own pace.
What I’m proud of:
Reinforcing the player’s goal (reaching the bell tower)
Sightlines
- Returning to familiar locations at a new angle
What I would do different next time:
Make better use of lighting
- More material variety