Level Design

Level design has always intrigued me with its deep, complex layers that really let the game mechanics shine. How does one craft a meaningful experience in what would seem like an exercise of random placement of objects? Simple – everything carries a significance: is it meant to really take advantage of the mechanics developed, offer a breathtaking vista, test the players’ mettle, tickle the achievement/collectible hunter’s innate desire to find everything, or to just give a well-deserved breather? A level or scene is never solely about creating the most picturesque screenshot but crafting a deeply planned experience that is a culmination of all these. Ask anyone about a truly memorable moment in a game and they’ll likely start of with naming the level – it is a testament that great experiences are built by the sum of a level’s parts.

Environmental storytelling plays a big part of how I design levels; each object, whether through light or motion plays an important role in really telling the player about a scene without ever showing any words. The meticulous placement and setup of a scene allows players to unravel the unspoken stories that lets the player fill in details which are more often than not, more exciting than something designers can explicitly craft.

Another area which I am passionate about in level design is to craft teaching experiences that are natural. Essentially, the goal is not to create tutorials which are deliberately front-loaded, but  instead, to blur the lines between the natural progression curve of introducing new experiences or techniques and the learning expectancy of a player. This allows a seamless and believable approach that is not unlike how people learn in real life.

Something missing? I’ll take the time to create my own assets and learn the tools necessary! I like making things look good so it naturally goes towards creating visually appealing levels and layouts which go beyond fulfilling the functional grayboxing step of level design.

My philosophy is about letting levels speak for themselves; to encourage the sense of curiosity and exploration within players and ultimately immerse them into these believable worlds.

If you aren’t convinced, do take a look at some of the examples I’ve worked on over the years.

Notable Level Design Contributions

Assassin's Creed Franchise

Assassin’s Creed Unity

Server Bridge: Fin de Siecle

Assassin’s Creed Syndicate

A Thorne in the Side

Assassin’s Creed Origins

Kerke

Krokodilopolis

Assassin’s Creed Origins

Tyrrhenian Sea: Fall Of An Empire, Rise Of Another (Naval Segment)

Assassin’s Creed Odyssey

Seriphos

Assassin’s Creed Odyssey

Crete: Knossos

Assassin’s Creed Odyssey

Crete: Heraklion

Assassin’s Creed Valhalla

Eurvicscire: Donecaestre

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