


Team
5 members

Engine
Unreal

Strong point
2 weeks project
LD iteration from feedback
Led playtests
Role
Level Designer
Game Designer
Programmer
Teaser of the game I made
Context
We had to create a TPS using Unreal Engine in two weeks. I was in charge of the entire level design, as well as the programming and overall game concept, inspired by Returnal and Control.
My Work
For this project, I wanted to improve my skills in designing a clear and linear blockout. I mainly focused on the player’s learning phase, landmark vistas, pacing, and game difficulty. What you will see below includes only the parts I personally contributed to.
Before starting the blockout, I defined everything related to the game: the level design ingredients I could use and the objective of the level I wanted to create. This method made the blockout process much easier and significantly sped up production.
Document I made before the blockout and exemples
Below, you can see the layout of the second level I worked on. It focuses more on platforming than the first level in order to diversify the gameplay and use space differently. This level was created only at the layout stage, and we did not plan to develop it into a full blockout.
Layout of the second level
What I learned
In this project, I learned how to properly manage blockout placement throughout the level to create memorable landmark views. I also improved my ability to iterate quickly on level design and adapt to player feedback during playtests.
We also made a few mistakes during the project, mainly due to miscommunication within the team, which led some members to create assets that were ultimately unused. For future projects, I want to improve my ability to create a clear production roadmap to ensure smoother team communication and better task coordination. I also overscaled parts of the blockout, which made them difficult to dress with props within the short limited time we had (2 weeks).
Convergence line
Layout over blockout with restricted area








