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LEVEL DESIGN

 

During my time at Miniclip I've worked across many games and spread myself across a multitude of design areas which has yielded in a vast amount of responsibilities. I'm going to try and keep things short and sweet here, but I'm more than happy to elbaorate on these verbally.​​​

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  • Whitebox / Blockout Level Design – Rapid prototyping of gameplay spaces to test flow, pacing, and player experience.

  • Using a mixture of basic primitives, our art teams asset library, Synty assets and Pro Builder within Unity to blockout.

  • Designed the environments to cater for open-ended missions involving driving, stealth and combat from all distances and heights.

  • Sandbox Gameplay  – Balanced areas to support emergent gameplay like police chases, shootouts, and general exploration.

  • Environmental Storytelling – Crafting immersive spaces through scene dressing through layout and visual cues, from Zombie and Alien invasion areas to Theme Parks and Post Apocalyptic zones.

  • Player Navigation & Readability – Ensuring intuitive level layout through visual language, signposting, and landmarking.

  • Mainting blockout rules to allow artists to easily read the scene.

  • Optimization Awareness – Sticking to strict batching budgets and generally keeping performance in mind when designing large or complex scenes.​
     

Below are 2 Slideshows. The first is a reel of various areas I have worked on over the past 7 years or so.

The second slideshow is to demonstrate the workflow and how we tend to focus on smaller areas of an environment insetad of going wide and how through an interative process, how much initial concepts differ from the final result.

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