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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: 

  • Reviewing and redesigning existing Level Spaces by incorporating feedback from playtests and level reviews.

  • 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

SecurityBaseFork_Before.jpg
SecurityBaseFork_After.jpg

Before

After

Space 2

Level 2: Deathlaser

LandmarkBefore.jpg

Before

LandmarkAfter.jpg

After

Video Example

A few of my other spaces that I've helped develop

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