Professional Level Design
Star Wars: Knights of the Old Republic Remake – Designed and prototyped map layouts for a 3rd person action RPG. Expanded on the original in terms of combat encounters, environmental storytelling, traversal challenges, puzzles, and exploration.
MythForce – Designed dungeon maps for character-focused co-op multiplayer game. Participated in playtests and design reviews to exchange feedback for further iterations.
Republique – Designed world map on paper and in 3D mass-out form. Modeled final layout geometry for episodes 1 & 2 content. Scripted gameplay elements and placed enemies and items.
Personal Level Design
Single Player Sci-fi Mission – A large map designed to encompass an entire mission. Set in a sci-fi industrial factory occupied by drones and environmental hazards. Made to challenge myself on designing a string of interconnected levels occupying a vast amount of space. Mostly takes place in man-made interior spaces.
Multiplayer Battle Royale Map – This map is a little over 100 square meters, set in an urban neighborhood near downtown – imagined as a segment of a larger map. The main building types consist of condos, apartments, an office, tram station, and a food truck lot. Players can weave in and out of these spaces to take advantage of the different sightlines, vantage points, combat ranges, and defensive positions that they offer as they engage in PvP multiplayer set in a postapocalyptic world.
Multiplayer Team Deathmatch Map – A medium-sized 3rd person shooter multiplayer map within a sci-fi setting. Implemented a playable 3rd person character with functional traversal mechanics such as ladders, elevators, and a zipline. It took a week from initial pen drawings to playable graybox in Unity, complete with plan drawings and written and visual supporting material.
Single Player Sci-fi Level – A medium-sized first-person level graybox set within a sci-fi setting. Fleshed out with basic lighting, scripting, and vfx. Geometry modeled in Maya and running in Unity. Took about 4 days to put together. Designed with an emphasis on verticality and alternate routes.
Unreal Engine Games
UE5 First Person Platformer – Eager to try out the new Unreal Engine 5, I created a small set of reusable art and gameplay assets along with a player controller that can double jump and dash – all scripted with Blueprints. Then I brought all those elements together by designing a couple of first person platformer levels where the goal is to pass through all the red hoops.
UE5 Laser Crusher Gauntlet – The theme of the 2021 Epic MegaJam was “Running out of space.” Within a week, I created an obstacle course style level that featured ceiling crushers and laser walls that would restrict areas that players can stand safely. I created all the environment art assets and set up the player controller, traps logic, and level logic in Blueprints in UE5.
Critical Mess – I scripted a simple game design loop of shoveling garbage down a hole while earning points to buy power-ups. Multiple levels were designed using a modular layout kit. I set up the player controls and HUD, created art assets, sound effects, and music. This is a small title that launched on Steam. The project took 2 months from prototype to ship. Made with Unity.
Deadweight – I scripted a wave shooter in Unity where the player survives as long as possible against 3 variations of enemies by shooting them and setting up turrets or traps. Built a variety of layouts inside the same basic stage. Created all the necessary art, VFX (gunfire, explosions, sparks, blood, etc.), and audio for the game as well. Released on Steam for PC and Mac.