Level Design
One of my long-term goals is to develop a game entirely on my own, which means learning every aspect of production—including level design. Originally, I was set to handle music and sound design for this project, but I was offered the chance to co-design a level and took it.
I started by experimenting with the landscape tools in Unreal Engine, which helped me get a feel for natural terrain sculpting. When I was assigned the interior of the game’s castle, I quickly realized the importance of planning—specifically, learning how to block out environments to guide player flow before refining the visual details.
Working with a partner gave me perspective on collaboration and how to make design decisions that serve both gameplay and atmosphere. This experience laid the foundation for my level design practice and gave me hands-on knowledge I’ll bring to future projects, whether solo or in a team environment.