
Level Designer

Level Design Process

Main goals of the level
The level is designed with distinct zones to enhance player engagement and exploration. The disco floor offers high-energy interactions, while the ruined rock arches challenge movement and spatial awareness. The whale skeleton provides a space for discovery. Each zone has a specific gameplay purpose, ensuring varied experiences as players progress.​​​​​​​​​
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Basic Geometry: Created a rough blockout using simple shapes to define corridors, open spaces, and interactive objects.
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Pathways & Flow: Mapped out main pathways, ensuring clear direction while allowing exploration, and accounted for underwater movement speed.
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Verticality: Used vertical spaces to emphasize ocean depth with platforms and areas above and below the player’s path.
Breakdown



Paper Map vs In Game




Detail WIP Shots
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Detailing the World: Replaced placeholders with detailed models (coral, shipwrecks) and added soft, blue underwater lighting.
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Water Physics & Effects: Added bubbles, floating debris, light refractions, and wave distortions.
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Interactive Elements: Designed interactive objects like levers, air bubbles, and environmental triggers.
Challenges
​Complex Water Effects: Rendering water particles, refractions, caustics, and floating debris while optimizing performance to prevent lag or frame drops.
Detailed Meshes: Handling detailed environment models (coral, boulders and foliage) while making sure the level stays performant on lower-end systems by managing poly counts.
How I overcame them
Used Screen-Space Effects: Replaced 3D effects with screen-space post-processing for better performance without losing visual quality.
Simplified Water Shaders: Optimized water shaders with pre-built, less complex versions to reduce refraction and caustics demands.

Reference Sheet




View Modes
I used kitbashing to rapidly create the underwater environment, combining pre-made assets like coral, rocks, and DJ disco set pieces for a cohesive design.
Solo Project
Status: Complete
Platform: Unreal Engine 5 PC
Genre: Adventure
Role: Environment Artist & Level Designer
- Assets created in Blender, Textured in Substance Painter and used in Unreal Engine 5
Gallery








