Here are all level design projects, highlighting the creative and technical skills involved in crafting immersive and engaging game environments with studied pacing, gameplay mechanics and player experience.
First Person Shooter created in Unreal Engine, inspired by Tactical Shooters like CS:GO. This project aimed to develop a Level Design Document and create a playable executable. My role in this project consisted mostly in adapting the created blockout into the theme and adding art and sections using external assets.
Inside the CSC (Central Space Casino), a band of space pirates planned to control the main channels of interstellar commercialisation by hacking into three mainframe terminals. The Ministry of Security, having heard of this attack from their spies, has sent their personnel to stop this breach, which is preparing for the assault in the command room. It’s up to the players to decide the destiny of this coup d’etat.
One Page Dungeon recreation using The Divinity Engine 2. This project aimed to create a Level Design Document and a playable mod for the GM Mode in Divinity: Original Sin 2. My role in this project mostly consisted of creating the level's top section.
The old chapel outside of town holds a terrible secret. Many years ago, a new priest
arrived after the former rector died. Some say the new rector went insane, locking
his fellow priests inside the chapel and setting fire to it, burning the poor souls
alive.
Badly burned himself, the rector confessed to the ghastly murders but died
without
saying why he did it. The head priest was hastily buried in the burned-out chapel,
and the cursed site was abandoned. It is now a crumbling ruin said to be haunted by
ghosts of the murdered priests.
Strange events have befallen the town lately, and several locals have gone
missing.
The townsfolk suspect the haunted chapel is the source of their recent distress. The
heroes must go there and end the curse that plagues the town.
Combat Map analysis from Call of Duty: Modern Warfare 2. The methodology used to analyze this map was learned during the subject of Level Design in the Bachelor's Degree in Video Game Design & Development at CITM Barcelona.
Level Design analysis from Super Mario Galaxy using Patrick Holleman's CSST Methodology ("The Nintendo Method"). The methodology used to analyze this map was learned during the subject of Level Design in the Bachelor's Degree in Video Game Design & Development at CITM Barcelona.