

BLOODMAGE
The developer reached out to me through Fiverr to help create the game's first level. Working closely together, I was involved throughout the entire process, from the initial layout and blockout phase to level building and final integration, helping shape the foundation of the player experience.
TECHNICAL SHEET
DEVELOPMENT : SpookySoft
RELEASE DEMO DATE : To be announced
TYPE : Action-RPG
GENRE : First-Person Shooter (FPS)
SUPPORT : PC (on STEAM)
ENGINE : Unreal Engine 5
GAME SCREENSHOTS
MY ROLE - LEVEL DESIGNER
Apr. 2026 - May 2026
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Designed the complete level layout from initial concept to final implementation for a sides-scrolling Souls Like
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Created and iterated on blockouts to establish player flow, combat pacing, and progression
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Built and integrated the final environment in Unreal Engine 5
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Collaborated closely with the developer throughout production to align gameplay and level design goals
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Adjusted lighting, atmosphere, and environmental storytelling to reinforce the game's dark fantasy tone

LAYOUT DESIGN
The level started as a hand-drawn sketch created with the developer to quickly explore progression, encounters, and key locations.
Once the main structure was approved, the layout was recreated digitally to clarify the critical path, secondary routes, checkpoints, rewards, and overall pacing before moving into production.
This early process helped validate the level flow and establish a strong foundation for the rest of the pipeline.


BLOCKOUT IN UNREAL
With the layout approved, the 2D design was translated into a playable blockout directly in Unreal Engine.
This phase focused on defining terrain proportions, traversal routes, combat spaces, landmarks, and player scale while keeping the original layout intentions intact.



The level was then tested with the game's side-scrolling system to validate navigation, encounter spaces, and progression within a 3D environment.



After the blockout structure was validated, the first production assets provided by the developer were integrated into the level. The goal was to move from placeholder geometry toward the intended visual direction while preserving the gameplay structure established during the blockout phase.
This step helped define the environment’s identity through early set dressing, terrain materials, foliage, props, and landmark placement.




LEVEL BUILDING
The final level building phase focused on refining the environment through asset placement, composition, and atmosphere. Key areas were adjusted to strengthen landmarks, guide the player more naturally, and support important gameplay moments.
Lighting, vegetation density, and environmental details were also refined to bring the level closer to the final mood while keeping the space readable and playable.






REVIEWS BY THE DEVELOPER
"Jiyan I am super impressed with this. I'm going around and when it loops back around it feels *just* like Dark Souls with the "aha" moments of "I've been here before" on Fiverr.





