This freelance environment design was my first paid project, created for a fellow student’s animated short film during his final semester. As an Environment Artist, I was responsible for designing a small yet visually compelling island setting for several key scenes in the film. With the client focused on character animation and post-production, I independently delivered a polished, animation-ready scene using Unreal Engine and Marketplace assets.
This project is a blockmesh level I created for my Level Design class, focusing on gameplay balance, player engagement, and environmental storytelling. Designed with Unreal Engine, the level seamlessly integrates mechanics, challenges, and narrative elements to create a compelling player experience.
King’s Plateau was my first self-directed project in Unreal Engine, created to explore environmental layout, lighting, and the use of Marketplace assets. With no prior guidance, this project marked a turning point in developing my confidence with the engine’s core systems, from material setup and landscape tools to asset composition and scene building. The goal was to create a visually striking, natural outdoor environment that captured scale and atmosphere.
This project was my final assignment for Level Design 1, marking my first deep dive into the concepts, documentation, and processes behind creating a level. The Third Person Adventure Blockmesh focuses on core game mechanics like running, climbing, jumping, and item collection. Designed in Unreal Engine, this level serves as an introduction to creating interactive and engaging environments for players.
I designed this racing track for the Blazer Runner project as part of a capstone team. As the team’s level designer, I created three unique tracks, with Dusty Sand being the most basic yet essential one. The level is crafted using Unreal Engine and focuses on smooth gameplay mechanics, immersive environments, and player engagement.
This project marked my first hands-on experience with Unreal Engine, developed during the Introduction to Unreal Design Tools module. Tasked with building an environment within specific dimensional constraints, I designed a dark, atmospheric abandoned spaceship inspired by the mechanical realism of Space Engineers and the unsettling, cinematic tone of The Evil Within. My role focused on environmental layout, asset reuse, and mood-driven design.