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Gallery of Lights
Level Designer | Scripter | Puzzle Designer
INFO
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Responsibilities: Level designer
Engine: Unreal Engine 4
Work duration: 3 Weeks
Team: 3 Designers
SUMMARY
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Gallery of lights is a first-person puzzle game where players have to solve light and switches puzzles to progress to the next rooms. Along the way they will find various pieces of art that will tell stories about why the players are there.
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I worked with 2 other people in the realization of the project as an experiment in creating a puzzle and story-driven game, taking inspiration from games like The Talos Principle and The Witness.
Magnet
Level Designer | Game Designer | Set Dresser
INFO
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Responsibilities: Level Designer, Game Designer
Engine: Unreal Engine 4
Work duration: 7 Months
Team: 7+
SUMMARY
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Magnet is a Third person platformer puzzle game where players control a tiny robot, lost in an alien world, capable of changing its polarity.
In Magnet, players will explore and move forward through the tool of magnetism, attracting and repulsing objects which will serve the players to move forward.
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The team consisted of 4 designers plus 3 programmers and I was responsible for creating the levels layout, puzzle design, testing/iterating and set dressing of some areas.
Invasion
Level Designer | Set Dresser
INFO
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Responsibilities: Level Designer
Engine: Unity
Work duration: 2 Months
Team: 4+
SUMMARY
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Invasion is an arcade top-down shooter game, the players are an alien who manages to enter the enemy base and must kill as many soldiers as possible in order to collect points. During the game, players can collect bonuses and upgrades.
Smaller Work
1-minute Platform - Unreal Engine
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Platforming level created with the goal to have a short one-minute experience. I started by creating a blockout using simple shapes and then set dressing it with Paragon assets, from the Unreal marketplace.
Medieval Platform - Unreal Engine
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This medieval platformer level was designed as part of a set of levels made by classmates in order to have a bigger level as a final result.
The aim was to work and learn about general pacing by introducing the mechanics to players in a progressive way. I was in charge of the level from the prototype of the initial layout to the final set dressing.
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