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LEVEL DESIGN

Environmental storytelling, spatial design, and world-building for immersive experiences

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QUEST DESIGN

Narrative-driven gameplay, player choices, and meaningful consequences

Level Design Showcase

CRAFTING IMMERSIVE WORLDS

Environmental storytelling and spatial design for Avowed

As Senior Area Designer on Avowed, I owned the end-to-end development of major content regions, from initial white-box layouts to final polish. My work focused on creating environments that seamlessly blend exploration, narrative, and gameplay mechanics.

The following showcases demonstrate my approach to level design through two distinct areas: Ryngrim's Domain, and the volcanic Lava Tubes, each presenting unique design challenges and opportunities for environmental storytelling.

01

RYNGRIM'S DOMAIN

Shatterscarp — Shark's Teeth Region

Area Overview

Atmospheric Level Design

Ryngrim's Domain is an exercise in atmospheric level design, combining environmental puzzles, illusion mechanics, and vertical exploration to create a memorable gameplay experience.

Design Goals

  • Reinforce the mystic and illusory nature of Ryngrim's magic and domain
  • Guide player progression through environmental storytelling
  • Integrate companion abilities as exploration mechanics
  • Balance combat encounters with puzzle-solving moments

Quest: Face Your Fears

01

Environmental Setup

Players encounter Yatzli and learn about the magical barrier

02

Companion Integration

Yatzli's "Dispel Illusion" ability becomes key to progression

03

Puzzle Mechanics

Statue restoration combines exploration with object collection

04

Combat Crescendo

Skeleton encounters escalate with progression, testing combat skills

05

Narrative Resolution

Tower entry and dialogue with Ryngrim provide closure

Rewards & Progression

  • Yatzli becomes a permanent companion
  • Progression through the critical path
  • The many goodies laying around the Domain!

AREA SCREENSHOTS

02

THE LAVA TUBES

Galawain's Tusk — Solace Keep to Mt. Foija

Quest: Our Dreams Divide Us Still

This epic main quest spans multiple regions, showcasing interconnected level design with meaningful exploration, complex combat encounters, and consequential player choices.

01

Multi-Region Journey

Navigate from Solace Keep through Mt. Foija to the Lava Tubes

02

Boss Encounters

Inquisitor Lodwyn and Councilor Kostya provide climactic combat

03

Environmental Hazards

Lava tubes feature natural dangers and vertical challenges

04

Critical Decision Point

Save or destroy Solace Keep with lasting consequences

Choice & Consequence

Save Solace Keep

Reward: Bastion of Solace

Destroy Solace Keep

Narrative consequences

Area Overview

Complex Dungeon Environment

The Lava Tubes represent a complex dungeon environment that challenges players with multi-layered exploration, environmental puzzles, and combat encounters. The area's design emphasizes player agency through multiple paths and optional challenges.

Level Design Elements

  • Non-linear exploration with multiple interconnected paths
  • Environmental hazards that serve as both obstacle and atmosphere
  • Puzzle mechanics integrated with combat encounters
  • Reward discovery through careful observation

Technical Implementation

  • Dynamic lighting guides player navigation through dark caves
  • Audio cues signal danger and discovery opportunities
  • LOD systems and occlusion culling for complex geometry

AREA SCREENSHOTS

03

MY LEVEL DESIGN PRINCIPLES

GUIDED EXPLORATION

Create clear visual language that guides players naturally while maintaining the illusion of choice.

NARRATIVE INTEGRATION

Every space tells a story through environmental details, prop placement, and architectural design.

MEANINGFUL CHALLENGE

Balance difficulty through clever design rather than artificial barriers or enemy spam.

View Full Project

Avowed — Senior Area Designer
Quest Design Showcase

DESIGNING MEANINGFUL QUESTS

Narrative-driven gameplay with player agency and consequence

I create quest content that aligns narrative intent with player agency and systemic gameplay. This includes clear objectives, readable states, legible branching, and satisfying payoffs. Every quest should feel like a meaningful story the player is actively shaping.

01

QUEST DESIGN PRINCIPLES

READABLE STRUCTURE

Objective clarity, state transitions, and UI feedback drive flow. Players always know what to do and why.

CHOICE & CONSEQUENCE

Branching outcomes that reflect player values and world state. Decisions matter and persist.

SYSTEMS INTEGRATION

Quests leverage combat, exploration, dialog, and progression systems cohesively.

02

QUEST EXAMPLES

Face Your Fears

Ryngrim's Domain

Branching encounters and illusion mechanics culminating in a moral decision. Players must navigate Ryngrim's twisted domain, relying on companion abilities and environmental puzzle-solving.

  • Companion-driven ability progression
  • Environmental puzzle integration
  • Escalating combat encounters
  • Moral choice with lasting impact

Our Dreams Divide Us Still

Main Quest - Lava Tubes

Multi-stage dungeon quest with environmental puzzles and faction outcomes. A pivotal decision point determines the fate of Solace Keep and shapes the player's relationship with key factions.

  • Multi-region narrative arc
  • Boss encounters with story significance
  • Environmental hazard integration
  • Major faction-defining choice

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Avowed — Senior Area Designer