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Mantra
Level Designer
Release date: TBA
In May 2024, I joined the RubyShark team as a Level Designer to work on Mantra, a Singleplayer FPS inspired by TitanFall, DOOM, and Halo. The core Design Pillars of this game are Fast-paced Movement,
Exploration, and Puzzle-Solving.
Responsibilities:
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Reviewing and redesigning existing Level Spaces by incorporating feedback from playtests and level reviews.
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Redesigned various traversal spaces to improve the player's experience by providing smoother and more intuitive movement.
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Prototyping and iterating on level layouts using both blockmesh and modular assets and implementing mechanics with Blueprint Visual Scripting.
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Collaborating with Design, Art, and Engineers to ensure level metrics are meeting team standards and creating an engaging experience for players.
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Participating in level reviews and providing feedback to relevant departments for WIP content to ensure alignment with core game pillars and overall vision.
Overview
Narrative/Setting: Humanity is on the brink of extinction. Corrupted AI code has caused thousands of industrial robots to turn into human-killing murder machines. As the former lead developer of Tenso Corp, you feel it's your duty to right the wrongs that brought chaos to the world.
Genre: Singleplayer Action/Adventure FPS
Platform: PC
Engine: Unreal Engine 5
Team Size: 80-100
Role: Level Design
Level Section Redesigns
Here are a few (of many) sections that I redesigned.
Space 1
Level 1: Security Base
Before
After
Space 2
Level 2: Deathlaser
Before
After
Video Example
A few of my other spaces that I've helped develop
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