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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.

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