I continued my UE5 studies by entering the GDS Level Design Bootcamp. Check the full design document for the project I delivered HERE
My goal for this project was to develop a story-driven, linear adventure level set in an abandoned, frozen temple, heavily inspired by H.P. Lovecraft’s At the Mountains of Madness. To bring this world to life, I drew structural and atmospheric influence from System Shock’s sci-fi environmental storytelling, NaissanceE’s surreal, industrial scale, and Dead Space 3’s intense combat. Representing a significant leap forward from my previous Unreal Engine 5 work, this level focuses on meticulous pre-production planning, iterative layout refinement based on playtester feedback, and crafting a unique environment deeply rooted in the game’s lore.
The narrative follows a protagonist and her team who, after a hard crash on an icy planet, find themselves trapped deep underground in a robotic temple where ancient machinery is powered by a strange, glowing liquid. My core objective was to design a high-quality level with a well-paced intensity curve, balancing tight combat against cybernetic enemies with platforming, simple puzzles, and exploration beats. By navigating broken canals, unlocking up to three weapons, and exploring eldritch architecture buried in ice, players experience a space where massive industrial elements purposefully amplify a feeling of isolation and scale.
Throughout this Level Design Bootcamp, I was incredibly lucky to develop my skills and receive invaluable insights from industry professionals like Brandon Dolinski, Nathan Kellman, and Jordan McMorris, with a special mention to Mariusz Jarotek for his guidance during development. Their feedback was instrumental in helping me grow as a level designer and successfully execute the technique highlights showcased below. Thanks to their lessons, I was able to deliver a polished experience that seamlessly weaves mood, narrative, and mechanics together.


