



During the first year of production my first task was to help with the realisation of the first level (documentation and meshing) and the full design of the second level.
The first level was inspired by mediaeval castles: it's a linear level that works as a tutorial for the basic mechanics of the game.
It's characterised by the alternation between open areas (dedicated to the fighting of a large enemy group) and narrow corridors.




Biggest One - Medallion
Project Infos:
5 people team
- Lenght: 2 years (Jan 2022 - July 2023)
- Role: Level Designer
- Main Task: Design Lv2-Forest
- Additional Tasks: Environment, enrichment and lighting Lv1
- Engine: UE4.26
This was my main project for the last two academic years.




The first version of level 2, created in one year of production, consisted in an open area with a non-linear exploration.
With testing we found out that players got lost and couldn't complete the level due to the lack of guidance.
Besides, the level was too big and the gameplay was completely different from the first one.
At the beginning of the second year of production we decided to make the second level from scratch once again.




What I've learned
-Improvement of my level design knowledge
- Importance of pre-production (research, documentation and references)
- Importance of metrics
-Frequent meetings with the team (development of communication skills)
- Team working
- Ability to give and accept feedbacks
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The new level is smaller, linear and it's developed on different heights level.
The landmark is in the centre in the centre of the level and the golden path is built around it.
I've worked on the LDD and the blockout of the map (excluding the 2 areas named "dungeons"), the sculpting and meshing of the landscape and natural environment.