LEVEL DESIGN

I create richly interactive, project-relevant 3D spaces. They include interactive gameplay mechanics, multimedia effects and sequenced events and are optimized for flawless performance on target hardware. When designing I consider the user experience, production goals and accomodate for other dicipline’s workflows.

BY PROJECT

[2026] Sacrisigil | Game

Stasis level

Facility level

City level

Future level concept

Focus areas

  • Design (R+D, layout, playtesting, iteration, optimisation)
  • Modular level design system (Selection widgets, auto instancing, layout scripts, procedural detaill)
  • Interaction programming (triggers, battle sequences, tutorials, environmental effects, level scripts)
  • Support for game systems (AI navigation, player controller, sequenced battles)

[2025] Angel Cleaver | Game

Level 1 topographic

Level 2 topographic

Level clipping

Menu level

Focus areas

  • Design for a 3rd person perspective
  • Plans for art passes
  • Clean player collisions
  • Sequenced battle support
  • AI navigation support
  • Lighting
  • Layouts for tutorials
Credits

Nyx Cydot | Design
Connor Mackenzie | Design
Bradley Keddie | Programming
Sergio Warda | Character Art
Bailey Annetts | Level Art
Lucas Velasquez | Animation and VFX

[2024] Orbit | Game

Trailer

Ship layout

Interiors

Focus areas

  • Memorable, navigable spaces
  • Support for puzzles and animated props
  • Lighting
Credits

Nyx Cydot | Design
Connor Mackenzie | Design
Bradley Keddie | Programming
Oscar Schwerin | Hero props
Bailey Annetts | Level Art
Lucas Velasquez | Props

[2023] ЖArc Labs | Level Prototype

Trailer

Level design

Vectors to interactables

Environmental storytelling

Focus areas

  • Designing for strict gameplay requirements
  • Unique plant-based puzzle mechanics
  • Storytelling scenes
  • Direction of player vision

[2022] IISkyber | Counter-Strike: Global Offensive Level

Gameplay demo

Main site

Rotate path A

Other areas

Focus areas

  • Design (blockout, playtesting, polish, player clipping)
  • interactions (buttons, destructibles, level physics, animations, audio and gameplay volumes)
  • Baked systems (AI navigation, visibility, lighting)
  • Art (set dressing, particles)

Future goals in level design

In the future, I aim to

  • Develop more level design workflows in Unity
  • Expand to producing architectural visualizations in game engines
  • Develop layouts for unique player controllers like cars and aircraft