Western Landscape
CANCELED // VERTICAL SLICE COMPLETE

PROJECT:LONESTAR

LEVEL DESIGNER

ARCHITECTURAL DIRECTIVE

I served as the primary architect for the central hub of this unannounced Walking Dead spinoff. Although the project was terminated to prioritize other IP, the Vertical Slice delivered a fully playable, interconnected open-world hub.

CRITICAL RESPONSIBILITIES

  • Hub Architecture: Owned the layout and structural design of the "County Courthouse"—a massive, multi-story "Swiss Cheese" stronghold designed to support non-linear traversal and emergent combat.
  • Metroidvania Systems: Designed complex gating logic and shortcut loops. Created a world that unfolded like a puzzle, rewarding players for backtracking with new tools to access previously locked wings.
  • Interconnected Biomes: Conceptualized and blocked out the subterranean tunnel network connecting the Courthouse to the adjacent Prison complex, ensuring seamless streaming and narrative continuity.
  • Pipeline Ownership: Executed the full level design pipeline, translating 2D architectural paper maps into a functional, performance-optimized Unreal Engine 5 blockout ready for art pass.
01

"SWISS CHEESE" LAYOUT

Championed a design philosophy of permeability. The Courthouse featured over 12 distinct entry/exit vectors (sewers, roof, windows), empowering player agency and stealth approaches.

02

INTERCONNECTED WORLD

Built a seamless transition zone between two distinct gameplay biomes (Urban Courthouse vs. Industrial Prison), managing sightlines and streaming volumes to maintain immersion.

03

ENVIRONMENTAL GATING

Utilized "Show, Don't Tell" design to signal gated areas. Broken stairwells, flooded basements, and barricaded doors served as clear, diegetic obstacles requiring specific player upgrades.

EVIDENCE LOG

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