Some levels I made during my final semester at USC in Richard Lemarchand's Level Design Workshop course. Utilizing Unreal Engine 5, I took these three levels from initial sketch and concept, to blockout, to a final shaded and textured product:
- A level that takes the player on a priest's journey to what seems like a holy light but is actually emanating from the eye of something evil under the earth.
- A level that is the introduction to a four-part collaborative sequence of levels where the player acts as a space archeologist who has to scour the lands of a deserted planet to find the remains of a lost civilization.
- A level that experiments with cartoony cel-shading in Unreal, with a WindWaker-inspired island that the player must traverse in order to light a lighthouse and save the islanders from deadly sirens.
A level I made during my final semester at USC in Richard Lemarchand's Level Design Workshop course.
Utilizing Unreal Engine 5, I created a level that experiments with cartoony cel-shading, with a WindWaker-inspired island that the player must traverse in order to light a lighthouse and save the islanders from deadly sirens.
This is a level I made during my final semester at USC in Richard Lemarchand's Level Design Workshop course.
Utilizing Unreal Engine 5, I created a level that is the introduction to a four-part collaborative sequence of levels where the player acts as a space archeologist who has to scour the lands of a deserted planet to find the remains of a lost civilization.
A level I made during my final semester at USC in Richard Lemarchand's Level Design Workshop course.
Utilizing Unreal Engine 5, I took this level from initial sketch and concept, to blockout, to a final shaded and textured product. This is a level that takes the player on a priest's journey to what seems like a holy light but is actually emanating from the eye of something evil under the earth.