• Home
  • Projects
    • Regradable
    • Sand-Clogged Gears
    • No Toy Left Behind
    • Titanfall 2 Level Concept
  • About Me
  • Resume
  • More
    • Home
    • Projects
      • Regradable
      • Sand-Clogged Gears
      • No Toy Left Behind
      • Titanfall 2 Level Concept
    • About Me
    • Resume
  • Home
  • Projects
    • Regradable
    • Sand-Clogged Gears
    • No Toy Left Behind
    • Titanfall 2 Level Concept
  • About Me
  • Resume

Narrative: 

In a world with nature has been killed off and humans have replaced their own flesh with metal shells, the last tree on Earth gives new life to a dead worker bot with the goal of replanting the tree in a spot where the sun is accessible to set in motion the rebirth of natural life.

  • Third Person Action-Platformer
  • Team Role: Level Designer / Design Lead
  • Dev time: 9 months
  • Unreal Engine 5.6
  • Meshes modeled in-engine
  • Team Size: 19

Key Responsibilities:

  • Prototype initial level concept to test mechanics in an early format
  • Iterate on the positives and negatives of the prototype level to create the finalized Level 1 of the game
  • Plan the progression, overall narrative, and set dressing needs of Level 1
  • Ensure tutorialization is implemented and that all the core mechanics are introduced to the player in a quick and digestible way
  • Lead and guide the game direction
  • Manage level and tech design team tasks
  • Schedule and direct meetings the address all game design considerations and ideation
  • Oversee all other levels to ensure they're in line with the core game's vision
  • Communicate with all sectors of the broader team to ensure art, programming, and design are all working together to maintain the core vision of the project.

Key Design Goals:

 Level 1 serves as the player's onboarding experience, carefully balancing mechanical introduction with environmental storytelling. The layout follows a classic Teach - Combine - Test macro structure split into three distinct beats.  


  • Linear Onboarding: Direct the player through singular pathways to establish core movement, interaction, and dialogue constraints without overwhelming the player.


  • Persistent Visual Affordances: Introduce visual signposting (green glowing vine swing points, blue sequence triggers) that establish readability rules used throughout the entire game.


  • Spatial Pressure & Player Choice: Transition from open navigation to tight, risk-reward hazard management, forcing players to evaluate progression speed versus environmental hazards.

Full Walkthrough

Level Map

Level Breakdown

Beat 1: The Alleyways

 

Design Intent: Introduce primary mechanics in a controlled, linear environment while delivering critical narrative context via companion dialogue.


  • Linear Framing: Strict linear pathing ensures the player cannot get lost while learning basic controls and interactions.


  • Controlled Narrative Delivery: Audio cues and dialogue triggers line up with movement milestones, introducing the world narrative and companion dynamic naturally without stopping gameplay.


  • Isolated Mechanics: Single-action moments allow the player to quickly understand constraints and build mechanical familiarity before facing external combat pressure.



Beat 2: Liberty Streets

 

Design Intent: Open the layout slightly, asking players to juggle combat and traversal while evaluating navigation paths under environmental cues.


Negative Space via Fog Volumes:

Utilized heavy fog at street ends to softly control playable space, implying an expansive city while subtly restricting invalid paths without relying on invisible walls.

Establishing Global Visual Language:

🟢 Green Glowing Vines: Signaling swing/grapple points.

🔵 Blue Trigger Objects: Signaling interactive sequence points.

Flow & Traversal:

Sequences interact dynamically with movement to create momentum and keep traversal engaging across wider spaces.

Beat 3: The Elevator and Residencies

 

 

Design Intent: Transition from open traversal to tight arena combat, concluding with a risk-reward hazard choice.


  • Constrained Arena Combat: A circular elevator platform with enemy spawns and 3 battery objectives forces players to manage tight spacing and crowd control without falling off the edge.


  • Hazard Route Selection: The residential area splits into distinct lanes (smog volumes versus sludge pools) requiring players to actively evaluate route friction, footwork precision, and progression speed.



Visual Language and Conveyance

 Early playtests showed that players struggled with navigation and readability while learning the movement mechanics. To solve this, I designed a strict visual language using green, a color tied directly to the game's core narrative and theming to guide player focus.

  • Targeted Environmental Art: Green was intentionally applied to key environmental props, decals, and emissives, placing art assets strictly where I needed to draw the player's eye toward the path forward.
  • Multi-Layered Lighting & Emissives: Spotlights and green emissive materials highlight critical sightlines, swing points, and sequence triggers, ensuring key traversal routes stand out against dark vistas without relying on explicit UI markers.

Delivering on Core Philosophies

 

Tonal Ramp-Up & Pacing

My primary goal was to deliver on the chaotic and desperate tone that was part of the game's core design philosophy. However, Level 1 presented a unique challenge: a tutorial cannot immediately overwhelm players while they are still learning basic controls.


  • Designing the Friction Gradient: To prevent tonal whiplash, I gradually scaled the level from controlled isolation to high-stress engagement across the three beats. Mechanics are introduced cleanly first, but environmental pressure and enemy density steadily accelerate so the spike in chaos feels natural.


  • Controlling Tutorial Length: I intentionally kept the tutorial tightly scoped. If the onboarding dragged on too long in a safe state, players would settle into a passive mindset, making the sudden shift to high-octane survival feel jarring. Trimming the length allowed me to hand over full control just as the chaotic tone reaches its peak.

    Core Gameplay Sequences

     

    Pacing Breakers & Sequence Design

    Using tools developed by our programmers, I authored interactive sequences as intentional pacing breakers, stepping out of standard traversal and combat to deliver memorable, level-specific set pieces.


    • Authoring & Parameter Tuning: Leveraging our custom gameplay tools, I designed and fine-tuned key sequence parameters, such as timing, player velocity, and paying attention to camera framing to ensure each set piece felt tight and responsive without breaking core movement systems.


    • Managing Cognitive Load: Placed at key transition points, these sequences act as mental "palette cleansers," giving players a brief breather before plunging into higher-stress challenges.


    • Level Identity: Authoring bespoke moments, like dynamic launches and scripted environment interactions that gave Level 1 a distinct identity.

    Powered by

    • Home
    • About Me
    • Blog
    • Resume

    This website uses cookies.

    We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.

    Accept