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Introduction

During my internship, I worked extensively in Unreal Engine, focusing on both level design and level art. I was responsible for creating playable houses, passive structures, and full levels, iterating on designs based on regular playtests and team feedback to ensure strong gameplay flow and player experience. I worked closely with the art department to maintain visual consistency and collaborated across disciplines to support cohesive game experiences. Our team followed an agile workflow, with frequent feedback sessions and design discussions playing a key role in shaping the levels.

Specifications

Studio: Invisible Walls

Time: sept-april (8month intership)

Engine: Unreal Engine

Version control system: Perforce (P4V)

Scrum: ClickUp



 

THE F.I.N.E DEPOT

The Goal

The goal was to create a multiplayer brawler map that seamlessly fits into the existing game mechanics, world-building, and playable characters. I aimed to design the level to be as balanced as possible from both teams' perspectives, incorporating flanking opportunities, equal travel times to key areas, engaging moment-to-moment gameplay, and an equal number of entry points. All within a dynamic warehouse setting.

The process

BLOCKOUT TO FINISHED

I started by sketching the initial concept on paper, followed by a quick blockout. With feedback from my lead, I iterated on the design numerous times, focusing on achieving engaging moment-to-moment gameplay, smooth level flow, and overall balance. As the iterations progressed, I added more paths and entrances, and expanded the level based on feedback until everything felt right. The final design featured varied areas and multiple routes, allowing for different playstyles across various character types to thrive.

OVERVIEW FROM BLOCKOUT TO FINISHED

OTHER - WORKING PROCESS

Goodwill Manor

My first assignment was to continue work on a house that had been started earlier. I designed the layout, created level art, and iterated on the original house frame, all based on feedback from my lead and from playtests.
 

TBA - Tropical Retreat

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TBA - Sunset Villa

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TBA - Scripting (blueprint)

Tic Tac Toe – Designed, created, and implemented a Tic Tac Toe puzzle in the game, featuring both PvP and PvE modes. Tracks points for each team, with AI calculating the optimal move. The winner receives a reward, and the game board resets after each match.

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