Level Design
During my years of study, I was able to delve into level design. In particular, I am interested in the combination of level design and environmental storytelling and the development of a holistic experience through rational design.
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Quake
inspired level
I made a level inspired by Quake (1996) using Trenchbroom over the course of six weeks. My goal as level designer was to create an enjoyable experience faithful to the original Quake game.
I opted for a medieval setting inspired mainly by Grayskull Castle (Masters of the Universe).
For the development of the level I started from sketches and used molecule design with the help of a node map and a beat sheet. Afterwards I started the blockout in the engine, iterating it after gameplay sessions. Finally I applied texturing and lighting.
For the narrative development of the level, I followed the Kishōtenketsu technique. At the beginning, the player starts imprisoned in a dungeon cell (Introduction -Ki). After escaping, they explore the castle (Development - Shō). Then they have to find the keys to open the doors (Twist - Ten) and after opening the last door they are teleported to the boss room (Conclusion - Ketsu).
Dishonored
inspired level
I made a level inspired by Dishonored (2012) using Unreal 5 over the course of eight weeks. My goal was to investigate Level Design Guidance Principles and make the blockout using a modular kit.
I investigate the new functionalities inside UE 5.1. I made a tool based on the Geometry Script Plugin. The tool was useful to create the base for the modular kit. Then I added details and modularity using the Modeling Mode.
The development of the level is based on exploration and multiple paths. I started from the creation of sketches to the realization of the blockout. This project allowed me to learn more about the level pipeline and deliver a blockout ready to be tested.