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Maestro is a Fast-Paced First-Person Roguelite set in a mysterious and psychedelic casino. Trapped inside, you will need to fight your way to the top by throwing cards, building synergies between your card, ability and upgrades and gambling at Blackjack to upgrade your cards. Every run produces a different build. Every floor is a new challenge.

MY ROLE

Delivered multiple playable open-ended levels and contributed to environmental art direction through strategic art placement and distinct visual identities for each floor.

PROJECT DETAILS

  • Unreal Engine 5​

  • Developed over 4 months​

  • Team of 4 Students

  • Level Sequencs

  • Level Design

  • Art Design

LEGEND

ART

LD

PRE-PRODUCTION

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PROJECT MANAGEMENT TOOLS

To stay organized, my teammates and I created a Trello board to centralize task management, track progress, and ensure clear communication throughout the project. This allowed us to maintain strong coordination, assign responsibilities effectively, and keep a consistent workflow from start to finish. By using this system, we improved team collaboration, transparency, and overall project efficiency.

 LEVEL DESIGN 

LD

CONCEPTION & REALISATION

In this project, I delivered multiple engaging levels designed to support a fast-paced gameplay experience, with a strong focus on player flow, pacing, and spatial readability. Each level was carefully crafted to maintain momentum while offering clear navigation and meaningful gameplay challenges. I also contributed to the art direction, helping define and reinforce a strong and distinct visual identity for each map, ensuring visual variety while supporting gameplay clarity and immersion.

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IDENTITY

ART

Each floor was designed with a distinct identity, gradually becoming more psychedelic as players progress deeper into the game. This evolution enhances visual variety and creates memorable “wow” moments throughout the experience.

FLOOR 1

FLOOR 2

FLOOR 3

ENEMIES SPAWNERS

LD

The placement of enemies was carefully designed to shape player movement and control combat flow. This approach pushes players to use environmental space strategically while maintaining awareness of surrounding threats and projectiles.

FLOOR 1

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FLOOR 2

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FLOOR 3

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EVENTS

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Scripted cinematic sequences and set-piece moments were implemented to create memorable gameplay experiences and reinforce player engagement. These events also supported level introduction, objective clarity, and pacing throughout progression.

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EventBalloon2

BOSS EVENTS

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VERTICALITY

LD

Verticality was integrated throughout every level to support fluid player traversal and movement. It also provides players with strategic advantages during combat encounters by offering elevated positioning and improved spatial control.

Floor2Verticality
Floor3Verticality

LEARNING

Throughout this project, I developed many valuable skills, but the one that stood out the most was perseverance. Over the course of the four-month production, I consistently pushed myself to improve, strengthening both my discipline and my approach to level design. I am proud of the growth and dedication I demonstrated throughout the project.

I also distinguished myself in 3D environment creation, as this project
allowed me to further develop and refine my visual art skills. Throughout production, I contributed to both level design and environment art, helping shape the gameplay experience as well as the project’s visual identity.

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