Game Designer | Level Design • Technical Design
I design gameplay spaces and implement interactive systems in Unreal Engine and Unity.
My work combines exploration, encounter pacing, and player progression with hands-on implementation using Blueprints and C#.
Level Design documentation for a basement level I designed in Unreal Engine for a survival horror game.
Basement Level
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Title: Survival Horror Project
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Engine: Unreal Engine
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Role: Level/Encounter Designer
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Genre: Horror
Overview
This is the basement of the museum the protagonists are trying to escape from. Inspired by Resident Evil 2, where the game takes place in one central area that branches out. After the players complete their investigation of the Museum, they will unlock their way to the basement.
The basement is the area before they get to the final boss and escape back outside.
What is this space?
This space is the beginning of the basement. In order to successfully space, Players will have to complete a series of puzzles and encounter their first zombies.
Where does it appear in the player experience?
The basement appears after the player completes the Museum portion. There are 3 sections.
The museum where the players are introduced to plot and diegetic storytelling. Players will start piecing together what happened and start feeling scared or anxious about what comes next.
The basement is where the story gets much darker and really leans into the horror.
What is the main gameplay purpose?
Design Goals
I always include 3 goals. I keep them short and two sentences max. I use these as my "North Star" so that whatever I am doing, I can compare it and make sure it's in service of my goals.
Goal 1
Goal 2
Goal 3
Examples could include pacing, exploration, combat, tension, traversal, teaching mechanics, or environmental storytelling.
My Responsibilities
I was solely responsible for this entire level and its contents. That includes:
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Level layout / blockout
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Encounter design
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Puzzle design (Co-op)
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Gameplay scripting
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Blueprint implementation
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Lighting or atmosphere setup
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Playtesting and iteration
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Enemy logic
Level Layout
Include a **top-down map, blockout screenshot, or annotated image**.
Explain:
Player starting point:
Intended critical path
* Optional areas
* Major landmarks
Combat spaces
* Puzzle or interaction spaces
Exit / destination
Player Flow
Describe how the player progresses through the space.
**Entrance → Exploration → Gameplay Beat → Transition → Encounter → Objective → Exit**
Explain any major changes in pacing along the way.
Key Design Decisions
[Decision / Area Name]
Design:
Describe what you created.
Reasoning:
Explain why you designed it this way.
Player Experience:
Explain what you wanted the player to understand, feel, or do.
I wanted the player to feel scared, and that sooner or later an enemy will come out and attack. Up to this point,
Repeat this section for 2–4 important decisions.
Gameplay / Encounter Design
Describe any important gameplay setup in the level.
Include relevant details such as:
* Enemy placement
* Sightlines
* Cover
* Traversal
* Resources
* Environmental hazards
* Puzzle dependencies
* Interactive objects
* Player positioning
* Encounter escalation
Include an annotated screenshot or diagram when useful.
Pacing
Explain the rhythm of the level.
For example:
**Exploration → Tension → Puzzle → Release → Combat → Recovery**
Describe how the environment and gameplay support those changes.
Iteration
Initial Version
Describe the original design.
Problem
What wasn't working?
Change
What did you modify?
Result
Explain how the change improved readability, pacing, navigation, gameplay, or the intended player experience.
Include before-and-after images when possible.
Final Takeaways
Briefly summarize what the level demonstrates about your design work.
Focus on things such as:
* Spatial design
* Player guidance
* Encounter composition
* Pacing
* Technical implementation
* Iteration
* Collaboration