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Voyagers of Nera

Cooperative Gameplay & Level Design

Studio: Treehouse Games
Role: Associate Game Designer
Engine: Unreal Engine
Focus: Cooperative Encounter Design • Quest Implementation • Level Design • Blueprints

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I designed and implemented combat encounters, quest content, and exploration spaces for Voyagers of Nera. My work combined hands-on Blueprint implementation with iteration on player progression, encounter pacing, and cooperative gameplay.

Combat Encounters & Blueprint Implementation

 

Design Goal:
Create cooperative encounters that encourage players to coordinate their positioning and respond to increasing combat pressure.

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My Contributions:
• Designed and implemented multi-wave combat encounters using Unreal Engine Blueprints.
• Built encounter failure conditions involving NPC survival and player performance.
• Tuned enemy behavior, wave progression, difficulty, and pacing through playtesting.
• Designed gameplay scenarios that encouraged players to regroup, coordinate, and adapt their positioning.

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Quest Content & Progression
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Design Goal:
Support player progression and gameplay variety through quests and systems connected to NPCs and changes in the world.

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My Contributions:
• Implemented more than 40 quests supporting progression and gameplay variety.
• Collaborated with engineers on progression systems tied to NPCs and world changes.

Exploration & Level Design
 

Design Goal:
Create readable exploration spaces that guide player movement through environmental cues while balancing exploration and combat pacing.

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My Contributions
• Designed exploration and encounter spaces emphasizing navigation, readability, and player movement.
• Balanced exploration and combat pacing for solo and cooperative play.
• Used spatial layouts and environmental guidance to communicate direction without relying heavily on UI prompts.

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©2026 by Andrea Carhuavilca.

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