Level Design

Level Design

Selected blockouts and spaces focused on clarity of intent, readable encounters, traversal rhythm, and fast iteration—from early greybox to player-ready flows.

Uncharted-Inspired Level Design Project

UE 5.4.4 • 14-day blockout • Jakub W’s Interaction with ALS v3.3

Premise: Play as Cassie Drake. After a jeep set piece forces a breakdown in the Peruvian jungle, trek through dense paths to an ancient temple to reunite with your companion and uncover its secrets.

  • Focus: readable traversal, clean golden path, optional spurs, short combat beat.
  • Completed: April 3, 2025.
Level Blockout Uncharted-inspired blockout cover
Level Prototype Exo: Breakpoint blockout

Exo: Breakpoint

UE 5 • C++ / Blueprints • FPS Game Starter Kit by SB

Overview: Open-world, wave-based PvE prototype emphasizing terrain reads, flanking routes, and a timing-based slow-mo ability (Breakpoint) that shapes encounter tempo.

  • ~0.4 km² hub with four arena approaches, elevation for high-ground plays, and beacon set-pieces for wayfinding.
  • Enemy volumes and cover clustering tuned for readable lines of advance and safe reposition windows.
  • Runtime wave manager + adaptive spawners balance pressure and travel time between hotspots.
Finished Levels Kaida: The Little Dragon levels

Kaida: The Little Dragon

Windows PC • GameMaker • GML • Team 4 • 40+ days • Finished May 31, 2024

Level Design Focus: side-scrolling spaces tuned for clear traversal verbs, readable hazards, and story-beats delivered through environment and framing.

  • L1 New Beginnings: onboarding loop with safe trials, early cadence of jumps and ladders, and sign-posted pitfalls.
  • L2 & L4 Takayama Village: hub-like routes with optional pockets; vista staging guides the next objective.
  • L3 Spirit Caverns: puzzle-combat rhythm—gates, shortcuts, and ability checks sequenced for flow.
  • L5 Sacred Mountain: sustained ascent with rest nodes and scenic reveals to reset pace.
  • L6 Kitsune’s Trial / L7 Summit: boss arenas emphasizing telegraph readability, safe lanes, and phase clarity.
Finished Level Endless Protocol facility map

Endless Protocol

Windows PC • GameMaker • GML • Team 4 • 40 days • Finished March 13, 2024

Level Design Focus: a readable facility layout built for a 20-minute survival loop—clear critical path, optional loops for risk/reward, and spawn pockets that escalate pressure.

  • Sightlines and choke points tuned for kiting vs. hold-outs; cover density supports quick route swaps.
  • Dash-friendly connectors enable shortcutting between arenas; signage and color blocking speed navigation.
  • Enemy pathing stays predictable while enabling flanks; pacing pockets provide breathers between surges.

Upcoming Level Design Blockout

Another focused slice is in the works—strong readability, quick iteration, and clear player intent.

Coming soon