
CGMA Level Design for Games
Coursework
Level Design for Games
A sample of various levels that I made during the CGMA Level Design for Games course.
Course created by Shane Canning, the Lead Level Designer at UNSEEN, with mentorship from Rob Colonico, Level Designer at UNSEEN.
Lodgefalls
Lake
A semi-linear level made for a mission called Murder at Lodgefalls Lake.
Inspired by games such as Alan Wake II and Far Cry 5, as well as TV shows like Riverdale, to reflect the cultural icons and traditional lore of the last 70 years in the US.
Located in a small town in the heart of the United States known as Lodgefalls.

Mission Brief
Pre-Production References


You are Officer Jonas Blackwood, a police officer in Lodgefalls, a small Alaskan town known for its UFO sightings.
You are investigating the mysterious disappearance of 24-year-old Ryan Leavitt, last seen at the Twin Bros Diner.
Your mission involves exploring key locations, gathering clues, interrogating locals, and confronting the shadowy cult known as "The Illuminati of the Void."
Time is crucial in uncovering the truth.
Mission Pacing Graph


Design Breakdown








Environmental storytelling to make the environment feel believable.
Vista view highlighting the three POIs in the forest area.
Contrasting darkness and light to evoke feelings of fear and safeness.
Interactions with NPCs enhance narrative immersion.
Halloween
Town
An open-world platform level based on the film The Nightmare Before Christmas.
Located in the Halloween Town of The Nightmare Before Christmas, the player's main goal is to collect the Jack-o'-Lanterns while fighting the ghosts.
My personal goal was to create an engaging level with a unique atmosphere that uses spatial composition and level design techniques to help players develop a mental map of the level, aiding in navigation, spatial comprehension, and engagement.









Design Breakdown
Pre-Production References


Framing to highlight the objective.
Each district has a different landmark with a different shape helping the player to create a mental map of the level.
The town acts as a HUB.
Wind acts as a kind of leading line helping with player guidance.
Aztec Ruins
A semi-linear level featuring combat and adventure, designed for an action/adventure game like Shadow of the Tomb Raider.
Located in a South American jungle, the player's goal is to reach the temple and defeat the militia guarding it.
I aimed to continue developing key concepts of level design and improving aspects like verticality.

Pre-Production References
Design Breakdown








Temple's face acts as a landmark. It is seen from anywhere.
Rewarding players curiosity with loot chests.
Multiple paths to approach the final fight.
Blocking the view of some parts of the enemy patrol routes piques the curiosity and adds tension.




Player








Enemy
Thutmose Tomb
A linear level for an action/adventure game inspired by titles like Uncharted or Tomb Raider.
Located in the Egyptian desert, the player's main goal is to find the tomb of the pharaoh Thutmose.
My personal goal was to develop a unique shape language. Additionally, I aimed to focus on diverse design techniques.









Design Breakdown
Pre-Production References






A vista view creating a WOW moment.
A key objective for each POI is to make it memorable.
Using contrast to highlight the objective.
Blocking the main path forces players to find an alternative path.

