Level Design

Here is my personal portfolio (And also I will add professional works when it happens) about Level Design. The list here is about all of the projects that I worked as a Level Designer. In some of them, I worked in more than one role. In others just making the whole environment. Projects can be complete games or personal work.

 

 

Level Design Reel (2013 - 2015)

The Holders “Seeker’s Trial”

  • Year: 2015
  • Role: Level Designer
  • Game Engine: CryEngine EaaS
  • Description: Exploration game where I take the role of Level designer. making the Level Design documentation and planning on every aspect in the game. The project was suspended after I became fully employed at Octopus.

Abandoned Mental Institution

  • Year: 2015
  • Role: Game/Level Designer
  • Game Engine: Unreal Engine 4
  • Description: A demo project in Unreal Engine with the idea to make a little tribute for “The Holders” Creepypasta series. Later I decided to take the project to CryEngine and continue it there.

Solartopia

  • Year: 2016
  • Role: Level Designer
  • Game Engine: Unreal Engine 4
  • Description: In this project I take the role of Level designer, bringing the concepts and the mechanics from our game designer at Attmotion into playable levels. I used Unreal Engine 4 and the game was target for iOS devices only.

Infernal Underground

  • Year: 2011 – 2013
  • Role: Game/Level Designer
  • Game Engine: Cube 2 Engine
  • Description: Old-school FPS. Personal project released in 2013 with Hexentic Games team. I’ve made the Level design of all levels in this game, making secret areas and level progression.

Perplex Dimensions

  • Year: 2013
  • Role: Level Designer
  • Game Engine: CryEngine 3.4.8 (Free SDK)
  • Description: Perplex Dimensions was a visual novel developed in CryEngine 3.4 with the Free SDK version. My complete job was to make the whole environment using the assets of the FreeSDK. Also, I worked with a 3D Modeler, so we were able to include our own content. The level itself was intended with the idea to make a visual novel for the Global Game Jam 2013. I receive help with the dialogs (I decided the areas of the level where to place each of them).

Dreaming Island Map

  • Year: 2013
  • Role: Level Designer
  • Game Engine: CryEngine 3.4.8 (Free SDK)
  • Description: Dreaming Island was my first attempt to make a serious map in CryEngine 3. The map itself was used as a learning experience and I did it when I was learning in the CryEngine 3 course of DigitalTutors, I did the introduction course and some of the Terrain Modeling Techniques. I did the whole environment from scratch since blocking, sculpting and detailing the environment… Defining playable areas and some gorgeous effects using the particle system in CryEngine 3.

El Libro De Shadows – Dome City

  • Year: 2013
  • Role: Level Designer
  • Game Engine: Cube 2 Engine
  • Description: El Libro De Shadows Dome City was a little project where I decided to make an environment based in my own book with the name “El Libro De Shadows.” The map itself was intended as a personal portfolio project and created something about my story. Also, it uses an RPG system provided by Cube 2 Engine, so the environment has some RPG stuff such as a store where the player will be able to buy things. The map doesn’t have any NPC, but the areas are defined, I put the whole efforts to recreate in the most precise way the city of Dome.

Hexen “The Land of the Serpent Riders”

  • Year: 2010 & 2019
  • Role: Level Designer
  • Game Engine: Doom Engine (Power by GZDoom Sourceport)
  • Description: This project is a personal Mod of the Hexen “Beyond of Heretic” created by Raven Software. Almost all the levels in this mod are by myself. I’m still working on it, and you can see the progress in the Zdoom Forum

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