CGMA Level Design for Games
Some of my work from this course. Everything was made with Maya and Unity.
Medieval Town by the Dam
This level was designed to be an open world town where the player would spend some time doing side quests. My main goal with this project was to create a proper spatial composition with distinct districts and local/global landmarks. Adding these elements to my level would orient the player and help them create a proper mental map to navigate this space.










Canyon Exploration
This assignment I utilized a lot of reference material to gain inspiration. I started the level by crafting my composition scene that can be seen at the end of the level. I wanted an “evil lair” vibe so I prioritized a building in the brutalist architecture style. This building’s inspiration came from an old Acid Tower that is found in Germany. It sounded like a cool idea to have a small town built into the canyon/mountains that were framing the “evil lair” properly.
After the composition was crafted, I started to add the combat areas to the level. The combat areas are also crafted with composition in mind. I wanted the start of each area to have a functional view (can see the exits/important aspects to the level) but also an aesthetically satisfying view.






Labyrinth Exploration
This assignment's goal was to create a labyrinth for the player. I wanted to feature a lot of dead ends and places of interest that would spark the player's curiosity. Every decision point that the player got arrived at, I wanted them to think, "what is beyond this?" In the design, I included a lot of architectural concepts that I was hoping would cause the player to think in this way.









