Level Design

This page showcases the work I did on projects where I held the role of a Level Designer.


Third-Person

Melee Combat

Pirates!


Project Overview

Dread Anchor is a 3D Third-Person Melee Combat Pirate Game where you play as the undead pirate Captain Blackfish, a humanoid orca who wields a massive anchor. You made a deal with Davy Jones to temporarily rise up and get revenge on your mutinous crew. Wield your deadly anchor to deliver powerful crushing blows, hurl it to hook enemies, and guard against their savage attacks.

My Roles

LEVEL DESIGNER | Defining gameplay metrics, blocking out gameplay spaces, designing moment-to-moment player experience.

GAMEPLAY DESIGNER | Designing and implementing features, creating and balancing combat encounters.

PROGRAMMER/TECHNICAL DESIGNER | Feature implementation, tool creation, systems design, bug fixing and optimization.

Accomplishments - Level Design

  • Gameplay Prototyping with UE’s Gameplay Ability System (GAS)

  • Created Hit Box Trace Component for Melee Attacks

  • Used UE’s ABP State Machine for Character Abilities

  • Created Enemy AI Behavior with UE’s State Trees

  • Created Encounter Manager with Wave Spawning

  • Created Ticketing System for Enemy Attacks

  • Created Battle Circle System for Enemies with UE’s Environment Query System (EQS)

  • Created HUD Elements with UE’s Common UI