Project | 01
Project | 02
Project | 03
Save Her Game Jam Winner and the importance of Level Design decisions
Horror game made in 2 weeks for a game jam as a team using GitHub. Game Jam Winner with more than 800+ views and 150+ downloads in less than a week of release. It was on the top charts for "new and popular" and "horror" genre.
Click on the "See More" bubble to see my level design process.
Game Link:
https://juicedlc.itch.io
Adventure Team Project and the use of Blockmesh
This was a team project focused on level design and concepts like leading lines, breadcrumbs, landmarks, lighting, camera angles, prospect and refugee, valves, level progression, flow, color language and object placement.
Also using concepts of Environmental Design, Narrative Design, World Building.
It was started using blockmesh and then assets were added.
Handling Exploration with landmarks in big levels
From the first time you enter the level, you can clearly see big landmarks to have a reference on where to go. Also keeping the rule of thirds in mind to indicate important aspects of the level, such as where to go next, who to talk to, and general goals.
I also added a lot of level design strategies to guide the player. Leading Lines, Breadcrumbs, lights, movement, and colors that pop out. These small things help the player a lot on guidance and not getting lost while exploring.
Project | 04
Project | 05
Tournamental 2D Data Driven Game
This project was done by implementing mechanics to a grid tile based game, where all mechanics were data driven gameplay was prioritized.
Time Travel Level and the use of Secondary Colors
The Mechanics I made for this levels had a lot to do with Time Manipulation (Slow Time, Stop Time, and even Time Traveling between Past and Present).
Slowing and Stopping Time would be used for making very fast platforms and obstacles go slower, thus making it possible to move through.
Changing Worlds (or Time Travel) will spawn platforms that were not there before and removing some ones, so intercalating between those during platforming sections is important
Project | 06
Stylized Environments & Level Design
This project was created by learning and practicing the new Unreal Engine 5 landscape tools. It includes foliage, ocean settings, and new landscape tools.
Click on the arrow to see more -
Project | 07
Realistic Beach Environment Practice
This beach was made in Unreal Engine 5 using new features like Lumen, Nanite, and assets from the Quixel Megascans Library.
Click on the arrow to see Day, Noon, and Night cycle.