My specialty is level design.

On this page, you can see the levels I’ve made.

Scroll to check them out

Cathedral

This is a short practice scene I created. I designed it as a first-person narrative adventure space 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

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)
In Editor
In Game

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

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

What I would do different next time:

  • More verticality

  • Make most hallways shorter

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