

AMSTERDAM
Unannounced AAA VR Action Adventure Project
Role
Team Size
Engine
Platforms
Genre
Level Designer
50
Unreal Engine 5
PC VR
Playstation VR
VR, Action-Adventure, First Person Shooter, Puzzle
Meta Quest 3

Responsibilities
● Design ownership of several chapters. Each chapter equals roughly one hour of playtime.
● Creating and presenting the levels from Paper Design through iterative blockouts and gameplay implementation.
● Designing, prototyping and implementing gameplay beats, puzzles and challenges.
● Closely collaborating with other departments to deliver a fun, balanced and performant experience, spacing and combining narrative elements, exploration, platforming, puzzles and combat encounters.
Below are screenshots from some of the levels I worked on. The early stage blockouts use simple shapes and consistent color coding across all chapters. They're low in detail and flexible, so they can be quickly iterated upon. The first versions focus on communicating the intended player experience, using placeholder assets and text cards or documentation for narrative and gameplay beats. Once everyone is happy with the overall layout, scale and spacing of these beats, we go into a more detailed blockout and implement a first gameplay pass. At this point we also have more internal playtests to gather feedback and make further changes to the levels. These are the development stages I mainly worked on during my time at Vertigo Games.
OASIS
A level set in a more lush and green sanctuary hiding temples deep within the desert. This level is themed largely around water, in the story, art and gameplay, using swimming sections and water currents in traversal and puzzle solving.

Caves
Level set in a large underground cave system housing ancient temples, built and carved out of the natural environment. A mix of dark and claustrophobic interior spaces and large open chasms, all running underground.


















































