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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 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. 

 

***scroll right & left to view more images & my notes, click the image to view it in full screen

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. 

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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 decided to use 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. 

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UE4

All assets are from Epic Marketplace

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