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CGMA COURSEWORK

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ABOUT THE COURSE

This is my collection of Level Design work that I completed during the 10-week course. The lectures were created by Shane Canning (Senior Level Designer at Unseen) and the Instructor was Rob Colonico (Level Designer at Unseen).

This course focuses a lot on creating 3D Environment Blockouts with a Design Perspective.

From the Website "In this course you will get a complete deep dive into what it takes to become a capable level designer in games, and will get hands on creating AAA game spaces. Blocking out levels in game engines is one of the biggest responsibilities for an LD, but you’ll also learn other aspects of designing your own worlds and how to work with other teams to make them larger than life. From preparation to whitebox, blueprints to playtesting, we will tackle each element that makes a strong Level Designer."

 

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ANCIENT JUNGLE

THEME: Ancient Jungle

- The main focus of this level was to create a Semi Open-Linear level.

- This level is inspired by Uncharted and Tomb Raider games 
focusing on Traversal/ Exploration and Combat.

- The player's goal is to reach the Dragon Temple

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Teasing a Reward Chest

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Framing the Objective and Composition

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An Open space supporting Combat

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Interior of the Dragon Temple

DRAMATIC SCALE

THEME: Dramatic Scale

- The main focus of this level was to create a level in which the player is very small compared to the world.

- This level is inspired by the movie Ratatouille (2007) because the main Character is a Rat who cooks food in a famous restaurant in France.


- Taking the ideas from the movie, the player is a Collectible who came to life in a Cereal Box and has to find their friends in another Cereal Box. The whole level takes place inside a restaurant.

-The main gameplay is traversing and platforming around the level.


 

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METEORA

THEME: Free Form

-The main focus of this level was to create a Linear Level supporting Traversal/ Exploration, Stealth / Combat Encounters, escape traps, and Cutscenes for Storytelling.

-The player's goal is to save their friend captured by the Cartel but as soon as the player reaches them their friend is dead. The player has to eliminate the enemies and escape.

- The level is taking place inside Meteroa Monastries, Greece. The Monastries are on top of a giant rock which is one of the oldest rock formations

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Stealth Encounter

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An unexpected trap the player has to escape

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An open area for exploration with elevations

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Combat Scenario with a Mini-Boss fight

ASIAN STREET

THEME: Asian Street

-The main focus of this level was to make sure there is enough space for the player to move around and reach different areas.

-A unique landmark should be inside the level and I created a Bakery.

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Framing the Objective towards the Dome

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Bakery as a Landmark

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Hanging Cables and Shop roofs giving depth

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Storytelling at the Boundary of the level

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