495 Level Design Portfolio

To whom it may concern, this page is dedicated to showcase my skills pertaining to Level Design. Thank you for considering me for the position of Level Designer. 


CAGD 470

For Sundance I worked as a Programmer/Flex for our team of 6 called the SkyDancers. In this project I worked closely along our Lead and Level Designer to ensure we iterated our design as close as possible to match our vision statement as well as our game design document. Provided support in adding tags, colliders, animations and even scripts to most of our game assets to ensure we could test both our core gameplay mechanics and level design regularly. 




CAGD 377

For this class I was the Lead Game Designer for the award-winning game Blox Fighter. With the help of my two teammates, we embarked on a semester long journey to create this game from the ground up. We went through a very cool iteration process that got us to successfully publish our game at the end with some awesome looking results. For this project I worked on creating many assets, to creating some unique and challenging gameplay levels as well as focusing on mechanics. Each level created for our game was dedicated to getting progressively harder for our players to face more challenge. 



CAGD 370

For this class I was able to work on a Project called Wisp's Light for the majority of the semester alongside my team of 3 people. I was the programmer for this game however a great deal of game design went into the project. Since we were aiming to present a unique game mechanic, we spent a lot of time refining iterations to compliment it well. Below are some unique assets/levels I got to create. Some of the assets used for the Level were downloaded from the Unity Free Asset Store everything else was created through prefabs. 



CAGD 270

Throughout my time in this class I was able to dive into the creation of unique and exciting new maps and levels to be explored for new players. During this time, I learned the importance of balancing both Skill and Challenge for my players when it came to playtesting. Finding the correct balance was key to getting and holding my players attention. Below are some maps I created for D&D, levels for Mega Man as well as a Final I got to create a Boss Fight Level inside of Unity 3D with the 3D Game Kit Lite asset pack. The dungeon maps were created inside of Roll20.net, The levels for Mega Man were created using Mega Man Maker.