Level Design for Games

A sample of my work from the course by CGMA.

Temple Ruins

A location for an open world adventure game, like The Legend of Zelda: Breath of the Wild 1. Explore the area and look for useful items2. May also support simple combat encounters.

Video play through of the Temple Ruins.

Implied shapes of a temple that once was.

Interior statue acts as a landmark.

Hidden chest to reward exploration.

Variety in elevation.

Canyon

Target practice in a Wild West-style canyon. Linear progression from one end of the map to the other—shoot the targets as they appear and aim for the best time3. A beautiful vista awaits you at the end.

Video play through of the Canyon.

Level geometry informs placement of the targets.

Targets guide you to the next area.

Vista view at the end.

Ending opens up to contrast from the previous areas.

Mountain Town

An open world location with simple challenges to complete: break the 5 targets, collect the 4 treasures, visit the gravekeeper, reach the peak, find the lucky horseshoe, and break every pot4.

Video play through of the Mountain Town.

Town is divided into districts.

Temple acts as a focal point.

Back of the temple and entrance to the tunnel.

Columns, tarps, and rocks add shape to the tunnel.

Perplexing Woods

An open-ended maze-like level based on the Japanese kanji for 'perplexity'. Look around for hidden treasures and avoid the apparitions.

Kanji are designed with balance and flow in mind, which make them great starting points for level design. And since mazes are perplexing, the kanji I chose fit the theme very well.

Visualization of the Perplexing Woods design phases.

Tunnels made of hollow logs.

Paths that wrap around themselves.

Uniquely-themed areas for wayfinding.

Open areas contrast from the more enclosed spaces.

Desert Camp

A series of combat spaces for a third-person cover shooter. Eliminate all enemies in the area3.

Made with Unity + ProBuilder.