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Simon Blain - Level Designer

INTRODUCTION
In this project, I focused on creating strategic level designs shaped by enemy and weapon placement, inspired by titles such as Neon White. The design of each level is built around the player’s available tools, using combat encounters, pacing, and spatial decisions to support engaging gameplay experiences.
PROJECT DETAILS
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Unreal Engine 5
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Level Design
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Developed over 7 Weeks
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Blockout
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Level Sequences
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Ligthing
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Team of 5 Students
PRE-PRODUCTION
LAYOUTS
In this project, I used 2D layouts and blockouts as a core part of my design process, enabling efficient ideation, iteration, and a clear direction from early production. These plans helped me define player flow, spatial composition, and overall level structure, supporting my design decisions throughout development. This approach allowed me to align gameplay intentions with layout design, resulting in a cohesive and engaging player experience from concept to final implementation.




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
CONCEPTION & REALISATION
In this project, I implemented a variety of engaging gameplay elements to create entertaining player experiences. Each level incorporates verticality as a core design pillar. The project features three level themes (Hell, In Between, and Heaven) each with its own distinct level design style, supporting unique gameplay pacing, spatial composition, and player experiences.



VERTICALITY
In this project, platforming and traversal are core pillars of the level design. I created a variety of parkour sequences to keep gameplay engaging, rewarding, and motivating for players to progress through to completion.
LEADING LINES



WEAPONS
ENEMIES
COLLECTIBLES
This project focuses on critical path design, using environmental cues, item placement, and spatial composition to guide players through structured and intentional routes. Below are examples of guidance elements used throughout the levels.
SECRET PATH
Across all levels, hidden collectibles are placed off the Golden Path to encourage exploration through secret routes and optional pathing. These discoveries are supported through Side Paths and Backtracking Paths design.



EVENTS
In several levels, I implemented scripted events to create memorable “wow” moments. Some of these events also directly impacted the level design, influencing player flow, pacing, and spatial progression.
LEARNING
Through this project, I learned how to design engaging levels while maintaining a strong fast-paced gameplay flow. I also developed my ability to stand out by creating levels using the tools and constraints provided by the game designer. This project represents a significant milestone in my growth as a level designer, and I am proud of the result.
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