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Capture from Playstation VR of Sacre Bleu map of World War Toons.
Level Design for VR
This in-game video capture is an example of interior layout with multi-layer FPS combat. The space is accessed through the large archway and once inside, strong horizontal lines (wooden beams) help the player maintain a sense of a horizon within the confined space. To further prevent disorientation, openings on all 4 walls help the player sustain a sense of local orientation by keeping the exterior landmarks visible.

Level Design: Step 1
Thumbnail design for level layout

Level Design: Step 2
Maya to Unreal: Block layout to define 3D space, sigh-lines and pathing

Level Design: Step 6
Layout with art: QA and studio play testing for continuing refinement of player's experience

Level Design: Step 1
Thumbnail design for level layout
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Steps of Level Design from paper > modeling > engine > testing
Examples of Level Design and Art I created for World War Toons
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