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.
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
Affordances
Highlighting prototyped mechanics for climbing and hookjumps by using color coding and established shapes
Shape Language
Distinct usage of shapes for level-flow, composition, emotive design, and the character controller's metrics for platforming and cover-based combat
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
Basement Level
narrow interior combat with several different height levels,
multiple routes to flank and retreat
Infiltration Level
linear combat area with a mix of interior and exterior spaces,
small pockets for exploration
My name is Justin Zwack and this is my portfolio.
I'm a Game & Level Designer with studio, freelance and lead experience currently working at KING Art Games in Bremen, Germany.
© 2020 Justin Zwack All Rights Reserved