Level Design Studies

CGMA Level Design for Games

In the Summer of 2019, I took a class from CG Master Academy called "Level Design for Games" taught by Patrick Haslow, an Advanced Level Designer at WB Games, with lectures by Emilia Schatz, a Lead Level Designer at Naughty Dog. In this course,

I learned how to design levels for game mechanics, narrative, level progressions that support character development and player experience.

Last of Us Case Study 

During the Spring of 2020, I decided to do a case study of a level from The Last of Us, one of my favorite games. The level I decided to do was a section from Bill’s Town called "The Woods", where Joel and Ellie go to find Bill so they can get a car to drive cross country. I wanted to learn about how Naughty Dog approached level design and how they guide a player throughout the space.

TitanFall 2 Case Study 

In the Summer of 2020, I wanted to do a case study of one of my favorite first person shooters, TitanFall 2. I recreated some sections of the mission “Effect and Cause“, where the player gains a time shifting mechanic that allows them to jump between past and future to explore the level. The goal of this study was to understand how TitanFall introduces a unique mechanic and how it affects combat and storytelling.