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CGMA Level Design For Games
Weekly Projects (2021)

CGMA Level Design class is taught by Emilia Schatz ( Lead Level Designer at Naughty Dog) and mentored by Shane Canning (Level Designer at Unseen. Previous - Insomnia, Square Enix)

 

Here are some example works from my weekly projects. Mostly of the projects are made within a week following each week's specific design guidelines. â€‹

Week 3 - Building with Basic Blocks 

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In this week we need to use existing blocks (basic cubes, columns, low poly trees & rocks etc) provided in the project to construct a Ruined Temple. I had to find creative ways to use and combine basic shapes to make the level look less monotonous. ​​​

Unity 3D 

All assets are provided by the class 

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Week 5

Explore the Relationship of Spaces 

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The requirement of this map is creating a single spatial cluster within a town. Space should look naturally connected and each has its unique identity. 

So I decided to build out a small City District that includes a Cafe, a Plaza, a Hotel and a Metro station (and of course - put skyscrapers in the background). 

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UE4 

All assets are from Epic Marketplace

Week 6 - Environmental Storytelling

 

This concpet of this week's level is kind of derived from last week. Last week I built a fancy district in a city so this week I decided to explore its opposite concept - the Slum. I reduced the size of the City map and build this slum area next to it.

 

The contrast between the 2 areas is very interesting to see - it really helps me flesh out the story of this world. I also managed to add a lot of depth to the level narrative through NPCs, dialogues and setdressing. 

 UE4

All assets are from Epic Marketplace

Week 9 - Combat & Cover Shooter

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Week 9's task is creating 3 combat layouts with different map size & number of enemies. Covers can only be 2 types - crouch (low) and standing (high) covers.

 

I used orange texture to indicate cover position from the start because I don't want players to get confused as the map becomes larger and more complicated. Differentiates covers from other brushes also make it a lot easier for me to manage the level, adding AI spawns & AI cover in addition to player covers. 

​UE4

All assets are from Epic Marketplace​​​​

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