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Main Skills

I was entrusted with the world and level design side of the game working closely with artists and engineers to bring this ambitious game to life

World Building

I worked alongside artists to build, from the ground up, a fantasy world that felt new and full of character. The result was a whimsical Robin Hood inspired fantasy with lots of lovable characters.

Level Design

I was responsible for bringing the world of the game to life through hand-crafted dungeon rooms strung together procedurally in a rogue-like structure. 

Systemic Enviroment

I worked alongside engineers to build a systemic environment that reacted to player input. This resulted in a world that felt reactive and that surprised players with its seemingly random (sometimes silly) results.

Game Feel

The way the game felt to play was essential. I collaborated extensively with all areas of development to make different aspects of the game feel satisfying to engage with. 

A Unique Fantasy 

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The goal was to create a world that felt full of possibilities and wonders; an enchanted place that felt at times both modern and old-timey.
 

We combined elements of medieval architecture for a more classical fantasy look, and added small twists in the concepts that would pull the environments in a more modern direction.

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Building Up the World

Rooms of a certain type were build up with simple goals in mind over which the interactive systemic elements were layered

Concept

The rooms started out with a general theme, depending on the area of the city they were in. These guiding visuals informed not only the mood of the place but also the shapes, locations, and architecture we would use.

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Room Layout

Each individual room layout was built with the enemy vision cones and action ranges in mind. This ensured players had access to cover to sneak around. We also made sure levels had multiple routes and plenty of space for multiplayer fun. 

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Interactive Elements

Enemy placements and interactive elements were then arranged in the rooms in a variety of permutations. The goal was to make environments feel unpredictable enough that they had to be approached strategically, but not so chaotic that they were difficult to enjoy. 

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The Game 

Here are some of my favourite work in progress shots

There is More to See

Have a look at these other games in my portfolio

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