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Case Studies

The Last of Us Study​

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Created a case study on the level design of The Last of Us. I talk about several different level design practices like contrasting colors, framing and combat.

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Stray Study

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Wanted to analyze the different level design practices that are used in a platformer about a stray cat in a dystopian city. I talk about different techniques like lines and colors that guide the player, as well as architecture and different types of visual language.

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Blockout Studies

Workflow

Reference

First I find an inspirational piece of concept art that catches my eye.

 

Gameplay Purpose

Identify what kind of gameplay that would best fit in the space. I figure out what purpose the space serves.

 

Blockout

Finally after identifying all of the elements that will be in the space I start creating a space that combines both the level design elements and gameplay purpose of the space.  
 

City in a Cave

Gameplay Purpose: Transition space into a combat space

Space Identity: A old city that is ruins inside a long open cave. This space would be the first part of the cave that would branch off into deeper sections.



 

Artist: Josh Norman

Link to Artstation


 

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City in a Cave

Gameplay Purpose: Transition space into combat space

Space Identity: A old city that is ruins inside a long open cave. This space would be the first part of the cave that would branch off into deeper sections.



 

Artist: Terraform Studios

Link to Artstation


 

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