*visuals shown are representative of in-game features that I contributed to.
*visuals shown are representative of in-game features that I contributed to.

an unreal engine VIDEO GAME


my roles
Lead Level Designer | Level Prototyping Programmer | Cinematic Designer | Puzzle Designer | Combat
LEVEL OVERVIEW
Spark’s Shadow is a contained level experience set within a larger world (Spark). The player controls Spark, a dragon with distinct movement, flight, and combat mechanics. The level was built to support and showcase Spark's core abilities within specific dimensional constraints.
Immersion was shaped through environmental storytelling and cinematic moments woven throughout the experience. While the level required a puzzle component, I was also responsible for designing and implementing its logic through Unreal Engine's built-in visual scripting.
DESIGN WORKFLOW
From initial pitch and Level Design Document to blockout, iteration, and final polish, I owned the project end-to-end. The final result was shaped through continuous playtesting and refinement across each phase of development.

Level Concept
Level Design Documentation and Blockout
Level Design Document supported Greybox and Metrics
Gameplay Prototyping and Programming
Playtesting, Iteration and Gameplay Implementaiton
First Art Pass, Cinematics and Combat
Playtesting continues and supports Level Design and Gameplay Iteration. I start adding art assets and creating environment shaders along with lighting placement.
Final Passes and Level Release
Final Level Design, Gameplay Combat and level features. Prototypes turned into full features with end-to-end gameplay completion. Final art pass and cinematics were fully implemented for level experience.
LEVEL DESIGN DOCUMENT
Isometric draft sketch allowed me to experiment with flow and verticality. 2D plan allowed me to consider critical paths and secret areas before moving onto blockout.



