The Farmhouse - Resident Evil 7 Concept
Design a level for an existing video game
To focus my efforts on designing the level itself, I used the Modern RPG Bundle from the UE Marketplace to help recreate functional mechanics similar to RE7's.
Players start at the entrance of a farmhouse in the middle of a farm. Environmental storytelling implies that they crashed their way onto the property, and must find a way to get out. There's a well lit barn at the far end of the area, but to get there, players must first explore the farmhouse for materials to help them survive the monsters roaming the area. Once they reach the barn, they can find and use a key within it in order to escape the fence surrounding the map.
Choosing and environment that fits with the tone and aesthetics of the main game, Farmhouse was designed to feature a mix of indoor and outdoor traversal while keeping the barn as the player's main objective in view between each area. In order to allow for the use of such a dark environment, it was crucial to design the level with architectural principals in mind in order to lead the player to their destination. The first area introduces crafting and looting areas with no danger. Eventually threats start to build as players are tasked with looting while handling multiple enemies simultaneously during the final area of the level. An LDD was created at the start of the project and updated with an update log to document design changes throughout the process.
Unreal Engine, Microsoft Word
Level Design, Lighting, Documentation, Playtesting, UI Design, Kitbashing







Hogwarts Defense / Life's Mission - Modular Multiplayer Base Control






Design a Base Control greybox map for a popular franchise
Assigned the Harry Potter franchise, I set the location to Hogwarts Castle and designed with a narrative in mind of one team resembling students, and the other team resembling agents from the Ministry of Magic. Hogwarts has always been depicted as a vast castle with numerous rooms and corridors, but for the sake of a streamlined multiplayer map, I limited the extent at which the castle could be explored, taking advantage of the various locations in order to make each section feel unique and offer different methods of strategy when facing an opponent. A rough LDD was created to document the different areas, narrative, characters, items, and goals. Playtests were performed in order to make needed adjustments.
Kitbash the aesthetics of your map unrelated to the franchise it was designed for
In order to simulate a last-minute change in production, I choose to combine two of the provides themes - space and nature - in order to turn the map into something far from the original intent. The narrative I designed around this time was a story of a spaceship transporting some of Earth's last traces of plantlife, while passing scavengers have invaded to seize them for their worth. The futuristic elements made it easy to light each section appropriately to which team would often occupy them. The hero prop was the main ship engine, placed in the largest room at the center of the map, which had been disabled by the scavengers in order for them to board. The LDD was updated to match the new approach to the map as well as a list of all the assets used in the final prototype.
Unreal Engine, Microsoft Word & Excel
Level Design, Documentation, Kitbashing, Modularity, Narrative, Playtesting
Ground Up - 2D Platformer
Design a 2D platformer that appropriately teaches and challenges players
Using "Level Design Playground 2D" from itch.io. The level begins with limited direction aside from the path forward. Players can walk to learn how the player character falls past ledges, and stops in front of them. The first area teaches players to traverse and jump, challenging them with backtracking, and then with the risk of defeat. Jumping and traversing then evolves into doing so between passable platforms, moving platforms, and enemies, all while bonus collectables incentivise players to test their skills in ways that can assist their progression moving forward. The cyclical design of the level gives a sensation of forward progression that rises in early accomplishments before descending into more difficult territory, fully turning the player around as the reach the more challenging latter half, as they must make their way back up to victory.
Playtests were documented alongside a flowchart in order to see how well players responded to specific beats throughout the level, and how well it corresponded to intended design.
Unity, Microsoft Excel
Level Design, Playtesting, Flow Charts, Difficulty Curve



