
Level Design
Pixel Hero - Lake Ruins
For the published title Pixel Hero, I designed a level around the theme of a lake with ancient ruins. This level was designed to showcase the glider mechanic, as well as present IPM for the bomb mechanic and the push block mechanic.
This level began as a bubble diagram, before moving to blockmesh and then finally the completed version shown here.
I tried to tell a story throughout this level of ancient ruins repurposed by the current time. The shack of explosives and the dock with crates are good examples of this.

Fallen Log Tunnel

Lake Ruins Camp

Lake Overview

Fallen Log Tunnel
Pixel Hero - Volcano
I designed this level initially as a demonstration of the Slow Time mechanic, but it's volcano interior theme fit well with the final product, so we incorporated it into the final game.
This level began as a bubble diagram, before moving to blockmesh and then a final version shown here.
I feel the rock skull as the entrance is a good eye-catcher, and the platforms across the lava river demonstrate the slow time mechanic well.

Skull Rock

River of Lava

Overview

Skull Rock
Pixel Hero - Bomb Demo (Block mesh)
In order to prototpye a bomb mechanic, I designed a level that follows the IPM model of player instruction.
The use of "bomb-able" objects as player gates allowed me to create many side routes, as well as having the player loop back after using the mine cart to create a path on the other route.
In this level, I am particularly proud of the mine cart spline used to activate the pillar across the gap, as well as the forced bomb throws to clear the platforms near the end.

Bomb Hut

Cliff climb

Level Overview

Bomb Hut
Saddle Up Saloon (Block Mesh)
This level was designed as an exercise in non-linear level design. It began as a bubble diagram before began designed in blockmesh.
I focused heavily on recreating reference images in this level, creating many detailed props such as the mounted pronghorn heads, the piano, and the functional slot machines.

Bubble Diagram

Overview Diagram

Level Exit

Bubble Diagram
Jungle Ruins (Gold) -
Adventure Project
After blocking out this level for the 3rd-person adventure game, I replaced the block mesh assets with final assets, refining the principles of level design as presented to the player.
This project allowed me to refine the process of blockmesh replacement, while the level itself demonstrates player gates and valves, areas of prospect and refuge, leading lines, and visual landmarks.

Describe your image

Describe your image


Describe your image
Jungle Ruins (Block Mesh) -
Adventure Project
In this 3rd-person adventure game, I created a level to demonstrate player gates and valves, areas of prospect and refuge, leading lines, and the use of landmarks.
This project taught me how to quickly block out enclosed areas using modular design pieces, as well as how to use color and pattern in block mesh to indicate the desired purpose or function of an object, as well as suggest its final material (such as wood, stone, etc.)



