top of page

Creating levels that supports the gameplay pillars
and elevates the player experience.
- Exploration - Rewards - Progression -
Affordance & Game Theory
Projets
PROJECTS
Third Person Action BulletHell RogueLike Shooter --- Level Design
Player Progression on a Random Room System
Third Person ActionPlatformer --- Level Design
FreeRoam Design - Exponential Difficulty
Isometric ActionRoguelike Stealth Raid Game --- SPRING JAM 2026
Level Design Tutorialisation, Cinematics and Blueprints Systems
Third Person Action Platformer -- Collaborative project
Level Design Tools, Cinematics, Niagara and Sound effects
DEMO REEL

OPEN WORLD LEVEL DESIGN
''Desiging worlds that tell stories through exploration''
Using landmarks and affordance-driven design to intuitively guide players toward their objectives.
Fonctionnalités
FEATURES
01
Micro/Meso/Macro Landmarks
Crafting navigation that feels intuitive, memorable, and visually distictive

Fonctionnalités
Fonctionnalités
02
Affordance Techniques
Leveraging lighting and environmental affordances to naturally direct player navigation.

Fonctionnalités

Fonctionnalités
03
Multi-Level Dungeons
Building gameplay-ready traversal environments with layered exploration opportunities.

Fonctionnalités
Fonctionnalités
04
LDD & Documentation
Managing references, documentation, and design iterations using Confluence, Jira, and PureRef.

Fonctionnalités

LEVEL DESIGN TECHNIQUES
Applying level design principles and affordance techniques to create engaging, player-driven environments.
Fonctionnalités
FEATURES
05
Planification and Blockouts
Designing outside the Engine and improving the blockout inside the Engine.

Fonctionnalités
Fonctionnalités
06
Golden Path
Designing critical paths and optional routes, using environmental affordances to naturally communicate progression.

Fonctionnalités

Fonctionnalités
07
Rewards & Player Progression
Balancing gameplay pacing and player rewards to create a satisfying sense of progression.

Fonctionnalités
Fonctionnalités
08
Verticality
Designing traversal spaces that seamlessly support exploration, navigation, and combat encounters.

Fonctionnalités
Fonctionnalités
09
Attractive Openings
Guiding players intuitively off or along the critical path while encouraging meaningful exploration beyond it.

Fonctionnalités
Fonctionnalités
10
Denial and Reward
Using occlusion and staged reveals to reintroduce familiar elements from new perspective, creating stronger spatial awareness and memorable moments

Fonctionnalités
Fonctionnalités
11
Encounter Design
Foreshadowing upcoming encounters through environmental design, allowing players to anticipate and prepare

Fonctionnalités
Fonctionnalités
12
Level Sequences and Boss Encounters
Integrating cinematic moments seamlessly into gameplay to build tension, pacing, and emotional payoff.

Fonctionnalités
Fonctionnalités
13
Multiple paths
Adaptding the level to all possibilities offered by the gameplay.
bottom of page





