Ghost Vector Block Outs

The block outs for these levels were more for main asset placement and overall proper spacing over interior and small details. 

I wanted the game to not have any dead ends and felt open and free to run around in.

Military Base Block out

Warehouse Block Out

DO_NOT_ADMIT Block out

At first, the player wasnt supposed to leave their booth and just admit/deny visitors but i decided to pivot into a full open movement game. 

I took into consideration player boundaries and making sure the playable area felt smooth and welcoming. The booth itself was fully blocked out and mechanics were tested to later be polished and populated with assets along with the rest of the map

Main Level/Booth Block Out

A Week in London Block Out

This was a personal project I made for my final in my Digital Cultures and Narratives class. I used an asset pack from the Unity Asset store  and the layout was similar to my own blocked out level. Wanted to make the level feel very easy to traverse and obvious to the player. 

Main Level Block Out

Marooned: Level 3/Level 2 block outs 

I was the main designer for level 3 and aided heavily on the creation of level 2. You can see the progression of the levels as they begin to reach the publishing stage. I spoke closely with the Design lead and the Producer to make sure the level was on par and met expectations and visions. 

Level 3 Block Out 

Level 2 Block Out

One Night at Gurt's Level Block outs

As the lead Level Designer, I was tasked to create the block outs for the game. I went with a more open castle explorer idea for the first block out but after getting feedback from the team, I changed the first section to an open area and also made the hallway wider and longer and that's what led to the final version,. 

Block out 1 

Block out 2

Abandoned Asylum Prototype

I was tasked with building and designing a scene for a potential horror game. I took inspiration from Mortuary Assistant and other medical based horror games. I wanted to make a level or scene where the player needed to go to multiple rooms in order to complete tasks.