



Project Description
During the first year of production, my primary task was to assist in the creation of the first level, which included documentation, meshing, lighting, as well as the complete design of the second level.
The first level was inspired by medieval castles and serves as a tutorial for the game’s basic mechanics (attack, parry, roll, berserk form). This level is characterized by a mix of open areas, where players face large groups of enemies, and narrow corridors designed for surprise attacks.




In the second year, we decided to redesign Level 2 from scratch.
The new version is smaller, more linear, and built on different height levels. The central landmark serves as a navigational aid, with the golden path guiding the player through the level. I was responsible for the Level Design Document (LDD) and the blockout of the map, excluding two specific areas.
Biggest One - Medallion
Project Infos:
- Team: 5 people
- Duration: 2 years (Jan 2022 - July 2023)
- Engine: Unreal Engine 4.26
- Role: Level Designer
- Main Responsibilities: Design of Level 2 - Forest; Environment Enrichment and Lighting for Level 1
This was my main project for the last two academic years.




The first version of Level 2 was an open area with non-linear exploration. However, during playtesting, we found that players often got lost and struggled to complete the level due to a lack of guidance.
Additionally, the level's scale and gameplay style were too different from the first level, leading to a disjointed experience.




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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​​​Throughout the project, I collaborated closely with the game designers to ensure that the levels were not only well-constructed but also aligned with the overall gameplay vision. This involved discussions about mechanics, player progression, and pacing, allowing me to contribute to the game design process as well. My involvement extended to refining gameplay elements within the levels, ensuring a cohesive and engaging player experience.