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Level Design

Fool's Gold

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An Unreal 3D map that was made as an assignment under Digipen. Players took the role of an adventurer tasked with helping out the local adventurer's guild but uncovers a secret hidden inside....
 

I took the primary role of programming events and sourcing/modifying animations for NPCs.

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(Notice: Most assets used are free assets from various sources such as Miximo and Unreal Marketplace)

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Concept and Development​

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Using fantasy taverns as a reference, I worked together with a partner to create an adventurer's tavern. We also tried to attach a narrative flow of events so it was not just a purposeless space.

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It was agreed to have a chain of events to lead the player to discover a secret basement, though not all discoveries end pleasantly, as the video showed.

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Despite having more rooms and a 2nd floor as part of the initial conceptualization, it was cut out due to time constraints. The end result was fortunately rather close to our vision, however.

2D Level Design-SpaceShip

 

This is a top-down 2D level layout for a space role-playing game done inside Digipen.

 

The placement and flow are intended to provide first-time players with a good introductory experience and tutorial, teaching them the mechanics of the game by funneling them through the map's design.

Concept and Development​

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The map was envisioned as a mission hub/facility type of space. As such there was some research done on the layout of these types of maps(Specifically from Phantasy Star Online 2 and Final Fantasy 14)

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Using them as a reference, the map was created with projected facilities containing the game mechanics but also had a proper flow on how a player navigates through them

3D Snow Mountain

 

3D Level Design and Scripting Project in Singapore Polytechnic.

 

This was a group project, in which the 

the requirement was to create a mountain camp that was occupied by goblin bandits.

 

For this project, I had the role of terrian designer and programmer.

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During ideation of the map, the group had done considerations for what elements and buildings to implement such as weapons storage, treasury, and a bonfire in the living quarters to make the camp feel more like a location that was actually lived in rather than a simple set-piece 

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