top of page

Here is a showcase of my level design work, reflecting my specialization in environment and level design. I believe environments are the cornerstone of player immersion, offering a space where gameplay and story seamlessly intertwine. Through these designs, I aim to create experiences that stay with players long after the game is over.

Digital art transforms fleeting ideas into timeless creations.

Project 1- Dilapidated Church

​​

  • Project Duration: 1 month​​

​​

  • Tools & Techniques: Unreal Engine 5, Maya, Substance Painter​​​

​​

  • Main focus: Learning and improving lighting techniques and custom material creation to enhance the scene’s atmosphere.

​​

  • Teamwork: Collaboration between art, tech and animation students.

Pre-Production

The focus was on conceptualizing an environment that could tell a compelling story through visual elements alone. We decided on a dilapidated church with gothic themes to symbolize the contrast between the holiness of a church and the darkness often associated with gothic aesthetics—representing the duality of good and evil.

​

​​​​

​

To support this idea, I created several documents to help the team visualize and remain aligned throughout the four weeks of development. These included a design document, a 3D asset list, a development schedule, and a collection of reference images.​

​

image.png

Prototyping

Refinement by Bambi Soleye

3.png

I focused on planning the environment layout, opting for an open church design to ensure visibility of both floors upon entry. I experimented with linear and curved architectural elements to add variety and interest.

​

​

I began by sketching the initial concept, followed by a rough blockout in Maya which was then refined, where it served as the foundation for further development. 

2.png

Production

​​

Using assets provided by the 3D artists, I built out the environment and worked closely with the team, incorporating constant feedback to enhance the final result.

​​

​

I regularly revised and adjusted various elements of the design, which I believe led to a much stronger and more cohesive environment.

ch1.png
ch22.png

Final Result

HighresScreenshot00004.png
HighresScreenshot00001.png
HighresScreenshot00002.png
aaaaa.png
HighresScreenshot00000.png

Project 2- 1970's Home

​​​

  • Project Duration: 3 months

​​​​

  • Tools & Techniques: Unreal Engine 5​​​

​​

  • Main focus: Designing an engaging and realistic background for the cutscene, tailored for use in the mocap studio to support the animation process.​

​

  • Teamwork: Solo work

Pre-Production

I took charge of designing the 1970s family home, crafting a space that set the tone for the vertical slice and prepared the environment for the starting cutscene.

​

​

I ensured the house reflected the time period, capturing the essence of the 1970s while enhancing Alex's psychological descent.

image_edited.jpg

Prototyping

I focused on creating multiple top-down designs based on the script description to establish the overall structure and flow of the environment in the most practical and cohesive way.

​

​

By the end of this phase, I had finalized a top-down level design that highlighted the house’s structure, identified key focal points, and ensured the space was immersive though a blockout.

Production

During production for the 1970s family home, I carefully designed the environment to capture the era's aesthetic while considering the functional requirements of the mocap studio.

​

 

I incorporated colorful, patterned wallpapers and vibrant interiors reflective of the 1970s design trends, ensuring an authentic and nostalgic atmosphere.

​

Final Result

HighresScreenshot00011.png
HighresScreenshot00015.png
HighresScreenshot00018.png
HighresScreenshot00013.png
HighresScreenshot00016.png

Project 3- The Bunker

​​​

  • Project Duration: 3 months

​

  • Tools & Techniques: Unreal Engine 5

​​

  • Main focus: Creating a playable environment within the limitation of a provided script.

​​

  • Teamwork: Collaboration between art and design students.

Pre-Production

I brainstormed ideas based on the script and developed a story for Alex, a character from Little Hope, who is mentally disturbed by terror, with the bunker symbolizing his struggle to escape himself.

image_edited.jpg
image.png

Prototyping

I created seven different basic blockouts of the bunker to explore various shapes and layouts.

 

​

Since this is a horror thriller, I focused on incorporating numerous smaller rooms, concealed corners, and hidden windows to enhance the atmosphere. Ultimately, I blended different design styles into the final, refined blockout.

​​​

Production

I focused on defining the potential paths within the design and determining the placement of key items.

​

 

Throughout this stage, I explored ways to integrate both elements seamlessly. I began refining the color palette and implementing 3D assets, along with lighting, to set the atmosphere of a desolate bunker. ​

image.png

Final Result

image.png
HighresScreenshot00003.png
HighresScreenshot00007.png
HighresScreenshot00009.png
HighresScreenshot00002.png

Project 4- Haunted Train

  • Role: Game Developer

​​

  • Project Duration: 2 months​​

​​

  • Tools & Techniques: Unreal Engine 5, Maya, Substance Painter​​​

​​

  • Main focus: Designing a space that avoids repetition while supporting an engaging gameplay mechanic, ensuring both variety and immersion.

​​

  • Teamwork: Solo work

Pre-Production

The design focused on creating an atmosphere that escalates as players progress through the levels, with rooms becoming more eerie and unsettling over time. ​​

​​

​

I blended a mix of traditional train design with ornate pillars and structures to create an environment that feels like a combination of a first-class train and a fantastical, dreamlike space, where the surreal elements defy logical sense.

image.png
image.png

Prototyping

image.png

I began by creating multiple blockouts of the train, focusing on compartment sizes, pathways, and the placement of key features to ensure smooth player navigation.

​​

​

Additionally, I prototyped lighting setups to explore how colors and shadows could enhance the eerie atmosphere as players progressed through the train. 

Production

​

I incorporated elegant, first-class train features, such as luxurus seating and ornate details, while introducing surreal pillars and structures that defied logic, creating an unsettling yet captivating atmosphere.

​

​

To ensure gameplay functionality, I carefully laid out the train’s compartments to allow for smooth player navigation and interaction, while maintaining the balance between storytelling and mechanics.

Final Result

HighresScreenshot00000.png
HighresScreenshot00002.png
HighresScreenshot00003.png
HighresScreenshot00004.png
HighresScreenshot00001.png
f2a10987-1d40-418b-805a-03b08c1fe5ec_edi

Contact Me

 Email: todea.selena@gmail.com

 Discord: _velvetwolf_

​

Social Media

  • Instagram
  • LinkedIn
  • YouTube

Feel free to reach out if you're interested in collaborating!​

bottom of page