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Level Design

Fool's Gold

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.

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

Concept and Development

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.

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.

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

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)

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.

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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