
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)
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