This section showcases a collection of personal projects focused purely on level design. These are not full games, but rather exploratory spaces and prototypes I’ve created to strengthen my skills in environmental storytelling, spatial composition, and player guidance.
Each project is an exercise in using geometry, lighting, layout, and landmark placement to craft engaging and intuitive level experiences. From experimenting with verticality and flow to creating mood through atmosphere and lighting, these levels are where I test ideas, challenge myself, and continue growing as a designer.
These works represent my ongoing commitment to mastering the craft of level design—building spaces that feel purposeful, navigable, and alive, even without gameplay mechanics layered on top.
When creating a level for a game, knowing how to effectively guide the player in a subtle but clear way is absolutely necessary for the experience to be as immersive as possible. This project features the level design of an island where I have created a natural layout that guides the player effectively through the use of geometry, lighting and specific landmarks.
Grey-boxed area
The reel below showcases the grey-boxed area which features a simple terrain layout together with the basic, primitive shapes that indicate what the key objects and geometry will be used to guide the player.
Polished area
The reel below showcases the finished version of the island. Foliage, trees and rocks have been placed. Lighting has also been implemented to further guide the player in the direction wanted.
Geometry
The geometry of the level relies on several key factors: trees, rocks, walking paths and angles used for objects. I have made it so that the walking path, the trees and the rocks all lead to the centre point on the screen, converging towards a unique point for further guidance.
Lighting
Volumetric lighting has been used to further guiding the player in their path. The rays coming from the side converge with the key elements of the map pointing in the direction needed to progress.
This personal project is a level design study inspired by Assassin’s Creed: Odyssey, created entirely in Unity as a solo endeavour. The focus of the project is a custom-designed fort that serves as the central point of exploration and gameplay. The goal was to apply industry-standard level design principles while sharpening my skills in layout design, spatial pacing, and environmental storytelling.
The project includes:
– 2D Pen and Paper Sketches & Map: Initial layout ideas and spatial planning, used to explore structure, approach routes, and sightlines from a top-down perspective.
– Flowchart: A visual breakdown of player flow, highlighting key objectives, decision points, and potential gameplay paths within the level.
– 3D Blockout in Unity: A fully navigable greybox version of the level, carefully measured for scale, distance, and pacing. This stage allowed for multiple iterations to refine player movement, cover placement, and encounter timing.
This project was an opportunity to challenge myself with a structured, gameplay-focused level inspired by the scale and approach of AAA titles. It demonstrates my ability to take an idea from concept through planning, iteration, and execution—while maintaining a clear design vision.
Various Environments
A short video of various environments I have created for different personal projects.