ALIEN ISLAND
ROLE
Level Designer
DESCRIPTION
First person shooter solo level design project developed in Unreal Engine. ​
GOAL
Create a Call of Duty inspired first person shooter level with clear sightlines, areas for close quarter combat and long range combat, and balanced player flow.
​LEARNINGS​
​Demonstrated Theory
-
Use of dominant structures, colour palette and composition to create landmarks for ​players to differentiate map areas and reduce orientation confusion
-
Use of elevated spaces and verticality to establish locations and eyelines
-
Setting up chokepoints for fast paced CQC gameplay
-
Experimented with three-lane map structure and learned how it impacts decision making, map flow and pacing
-
Studied how risk and reward areas influence player choices
Processes Implemented
-
Used Unreal Blueprints to set up:
-
NPCs which move to a random area within a defined range and wait there for x seconds, to simulate basic multiplayer activity
-
Item container spawners that drop an item below if shot at, and respawns a new container y seconds after the item below is collected
-
-
Created cinematics using the Unreal Sequencer​​​
GAMEPLAY
YEAR
2025
GENRE
First person shooter
SOFTWARE USED





Unreal
-
Level greyboxing using BSP and static meshes.
-
Blueprints for NPCs running throughout the level to mimic player activity, loot spawners, wall climbing and simple object rotation.
-
Material creation.
-
Cinematics using Sequencers.​
​
​Figma
-
Created and iterated upon top down level design mock-ups.​
​​​
Google Docs
-
Game design documentation.
​​
DaVinci Resolve
-
Video editing.
LEVEL OVERVIEW
GREYBOXING
Hover over to see previous iteration!




PAPER DESIGN
Hover to see latest iteration!


Full Process
