Level Design

3D Levels, 2D Levels, Blackouts, Metrics, Player Interactions, Navigation, Environmental Story Telling


3D Levels & Worlds

A scene I built in Unreal 5 for a virtual production project. I focused on creating the best lighting effects, including shaft lights, volumetric lights, and the manipulation of shadowing and custom material for reflection.

In internship with Digital Continue, I created many maps from blockouts to prototypes and polished levels. Since it is a competitive PvP strategy game, I researched and focused on common spaces and player strategies. I worked closely with character abilities team to iterate on these maps to fit the changing metrics.

Inspired by archetect Thomas Heatherwick’s idea on space and movement, I created this Stealth Rescue game level in which the player explores freely in a mountain full of vision blockage, but can always see the overarching target at the top of the mountain as guidance.

A 3D world I created for game “Roomba OUT!“ It’s a game heavily focused on movement and interaction between player and AI Roomba Cleaning Bot, and I put emphazise on using scale and metric to create unique paths and encounters for the player.

A 3D platformer level design and blockout excercise I did. I created a 3D platformer game using a linear-hub-linear-hub structure, allowing player to explore certain areas while having an overall linear experience.

During my internship with Transfr, I used internal minimal-code SDK to create a 10 minutes end-to-end playable of a 3D diesel technician level with player intractable objects and blockout of props and scene.

I researched and broken down First Person Shooting level design strategies to identify the design of key layouts and points of conflict. I designed an automated level generator implementing my findings, including the design of 4 room layouts and 8 conflict/battle points.


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