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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

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  • Development Duration: 1 month​​

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

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

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

Prototyping

 Design Choices

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  • Open church design - ensure visibility of both floors upon entry

  • Linear and curved architectural elements - variety and interest

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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. 

Production

UE5 Blockout

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  • Base shape of the environment

  • Reiterations/Asset Integration

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

Polish

Visual Experience

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  • Niagara effects/Immersion Elements

  • Lighting/Colour palette

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Incorporated suitable color palettes and environmental storytelling elements to convey the final narrative.

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Refinement by Bambi Soleye

Final Result

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Project 2- 1970's Home

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  • Development Duration: 1 week

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  • Tools & Techniques: Unreal Engine 5​​​

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

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  • Solo Work

Prototyping

Top-down Level Design

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  • Design shifts between packed areas and spaces where the eye can rest

  • Open common room and kitchen area

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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.

Production

UE5 Blockout

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  • Base shape of the environment

  • Mocap Testing

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Established the overall structure and flow of the environment in the most practical and cohesive way, while preparing the environment to be used in the mocap studio.

Polish

Player Experience

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  • Environmental Storytelling elements

  • Lighting/Colour palette

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

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Final Result

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Project 3- The Bunker

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  • Development Duration: 3 weeks

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  • Tools & Techniques: Unreal Engine 5

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

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  • Solo Work

Prototyping

Production

Top-down Level Design

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  • Smaller rooms, concealed corners, and hidden windows- enhance atmosphere.

  • 2 exit points - false sense of security

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

UE5 Blockout

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  • Base shape of the environment

  • Refine areas of interest

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Established the overall structure and flow of the environment. Ultimately, I blended different design styles into the final, refined blockout.

Polish

Player Experience

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  • Environmental Storytelling elements

  • Lighting/Colour palette

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I began refining the color palette and implementing 3D assets, along with lighting, to set the atmosphere of a desolate bunker. ​

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Final Result

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Project 4- Haunted Train

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  • Development Duration: 3 weeks​

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

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

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  • Solo Work

Prototyping

Top-down Level Design

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  • mix of traditional train design with ornate pillars and structures

  • fantastical, dreamlike space, where the surreal elements defy logical sense.

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

Production

UE5 Blockout

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  • Base shape of the environment

  • Refine areas of interest

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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.

Polish

Player Experience

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  • Environmental Storytelling elements

  • Lighting/Colour palette

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I began refining the color palette and implementing 3D assets, along with lighting, to set the atmosphere and guide the player in the right direction ​

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Final Result

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Contact Me

 Email: todea.selena@gmail.com

 Discord: _velvetwolf_

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Social Media

  • Instagram
  • LinkedIn
  • YouTube

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

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