Level Design

Core to Level Design is understanding the perspective of the player, and giving them a grokkable space to play in.
From 2D to VR, from grounded to abstract, I have practiced Level Design in a variety of styles and forms.
Experienced in multiple engines and workflows, I am prepped to take on any Level Design challenge and find novel solutions.

I’ve done Level Design on Every Game I’ve Worked on
Below is a Selection of that work

 

Kinship - GOPHERCORE - 2022

AVAILABLE ON ITCH AND OCULUS APP LAB

Ship Interior: Includes structure of ship, placement of all interactibles and props. Ensured “monkey bar” movement through space felt natural and fun, and placement of stations felt grounded and easily parsable.

Open World Design: First a tutorial oriented stage with minimal obstacles, Second a much more vertical and dangerous stage. Designed with multiple pathways and solutions for deliveries in mind.

 

THE LAST TIME I SAW LONDON - 2021

AVAILABLE ON ITCH

FPS puzzler about using a teleporter gun to explore the interior / exterior of a multi-level mall, and take a film reel to the cinema at the top via physics puzzles.

Designed base concept and constructed initial blockmesh for the level. Then guided team of 3 to further expand on level with further art, modeling, lighting and design.

 

D ss c ate - 2021

Walking Sim replicating the feeling of dissociation. Use sound and blurry visuals to identify where you are in space.

With multiple distinct areas, both visually and sonically, a sparse set of assets come together to create varied and meaningful spaces to traverse through.

DEAD HARDWARE - 2020

AVAILABLE ON ITCH

Fixed camera angle survival horror game, having you traverse a broken PS2 to repair its memory while hiding from an Anti-Virus gone haywire.

Centering on a massive city environment with distinct districts and tones despite a single building model, alongside other smaller yet tonally resonant areas, all designed with fixed camera angles in mind.

A short Hike - 2020

AVAILABLE ON ITCH

A re-imagining of A Short Hike, complete with golden feathers to find and buy and full island to explore. climb and glide across.

I played a major role in shaping the topography of the island, along with placing every environmental prop and collectible.