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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.
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.
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

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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