STUDIES

Besides personal studies in design,

I also finished the CGMA Level Design Course.

A 10-week program blocking levels with Maya and Unity.


You can find more of my work on Artstation.

Linear Exploration

Third Person Shooter Sample


Find more images on Artstation

Final Assignment

Culmination of several learnings


- level takes inspiration from the Uncharted franchise

- player looks for a treasure of a forgotten civilization

- rivaling enemies are already close to finding it themselves

- Level structure: introduction (enemies and platforming) -> small encounter -> exploration -> suprising set piece (collapsing bridge) -> big encounter -> plattforming to treasure

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Affordances


Highlighting prototyped mechanics for climbing and hookjumps by using color coding and established shapes

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Shape Language


Distinct usage of shapes for level-flow, composition, emotive design, and the character controller's metrics for platforming and cover-based combat

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Encounter Design


Classic introduction to first enemy, stealth approach to second hostile group, and suprise attack after setpiece

Coverbased Combat

Third Person Shooter Sample


Find more images on Artstation

Encounter Design Assignment

3 different encounters for cover-based combat


- improving cover to cover flow

- clear visual language and metrics

- enemy behaviour and navigation (pre- and in-combat)

- setting up player and enemy fronts

- establishing and breaking sightlines

- working with prospect and refuge spaces

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Basement Level


narrow interior combat with several different height levels,

multiple routes to flank and retreat

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Infiltration Level


linear combat area with a mix of interior and exterior spaces,

small pockets for exploration 

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Campside Level


open exterior combat with circular flow, player approaches level from a higher vantage point for a better mental map