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CGMA Level Design for Games

This page demonstrates a collection of the weekly and bi-weelky projects I had made for the CGMA Level Design course in 2024 taught by Shane Canning (Lead Level Designer at UNSEEN Tokyo.)

Asian City Streets

Goals

  • Blocking out a simple level to move around comfortably with the third-person ALS character.

  • Stick with the theme of Asian City and include a store that stands out in the level as well as an intersection of at least two streets.

  • Use metrics consistently and get the right scale.

  • Add creative level bounds to block the player in.

Jungle Temple

Goals

  • Build a semi-linear level.

  • Think about environmental storytelling.

  • Mix linear spaces with open spaces.

  • Include at least one interior and one exterior space.

  • Try and identify a main path (golden path) for the level.

Stylized Floating City

Goals

  • Utilize mechanics to encourage exploration

  • Create a unique stylized environment with a lot of verticality.

  • Create a sense of scale for the world

  • Include platforming sections

Planetary Base

Goals

  • Build an open world level with distinct areas that can be connected (at least five different districts.)

  • Create a believable space that allows players to explore interiors and exteriors.

  • Implement environmental storytelling elements

  • Include at least one interior and one exterior space.

  • Focus on sightlines from each area to another.

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