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Scorched Canyon - Level Design Jam

This level design project was created as a submission for Steve Lee’s Level Design Jam 02, with the core design goal of offering players multiple routes and tactical options. The project was inspired by Arkane Studios' immersive sim design philosophy. The level is fully completable using non-lethal methods, giving players the freedom to approach objectives with creativity and agency.

 

Built using Unreal Engine, the project is based on the Advanced Locomotion System (ALS), which provided foundational mechanics like weapons and AI, allowing me to focus fully on environment and gameplay design. I extended the base project by adding new features, improving usability, and refining level interactions.

My personal aim was to stress-test my level design process, especially regarding rapid whiteboxing and iterative playtesting. By quickly building a playable prototype, I could gather feedback early and refine the experience through measurable design goals. These goals helped structure communication and ensure consistency, something I would bring to a collaborative team environment.

The project was also a deep dive into immersive sim mechanics, supported by targeted research including Richard Carrillo’s The Role of a Game Designer, and comparative analysis of Arkane’s level structures. I’ve compiled the full process in a detailed design document, a breakdown video, and a playable build, all available below.

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