Hidden traps and many more levels are in the pipeline of "Overthrow" - our Tabletop AR title, these are just a small portion what we're preparing for the Kickstarter campaign in May!

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I did some home-baked this afternoon. I've been playing a lot of AC Odyssey lately so my head is full of forts and camps:

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I guess I timed this one well with the MW2 Remaster😄 Decided to create another blockout! This time I tried to make a map for Modern Warfare's 2v2 Gunfight mode, inspired by Backlot from COD4

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what happens when you try to overhaul a map for PvP as fast as possible?
<Morpheus: he's beginning to believe...>

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Touching up some old paper designs and overviews for my portfolio. This was for a 2D action platformer I worked on. feedback is welcome!

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Here's screenshots from paper concept to semi polished blockout.

BPM: Showdown is a fast FPS, with a evolutive level, where your life, is also you ammo, you must kill all androids and Defeat cyber Champion to kill the Great Villain!

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on a hall designed to block visibility between two areas then exapanded with height variety and asymmetry for more engaging combat and exploration. Adding interest to a simple area.

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Level design test for Starbreeze Studios. Made with Source Engine in 2010. Got the job, dream come true! Worked on the cyberpunk first-person shooter Syndicate together with amazing people. Grateful, good times!

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Mapping out the hub area of Little Nemo and the Nightmare Fiends, Nemo’s House! We’re using a version of ’s Boss Keys diagrams. I then turned it into a map sketch so we can start prototyping in engine. Everything is subject to change.

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hi Twitter it's me again, this time with a level made for class. The theme was "dungeon" so I went with the basement/warehouse of a big tech corporation (based on Deus Ex). I'm not 100% pleased with it, but for my first "full pipeline" project, I'm happy!✨

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Thought I'd share a few shots of something I've been working on for one of my classes. It's made for an Action Adventure Puzzle game that I'm making and the level focuses around moving boxes to solve various puzzles. The whitebox is starting to shape up!

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Even if terraforming and point of views are the most time-consuming part of the job, i'm happy i also have to design and redesign specific playgrounds according to our lead's game design ideas

Here are a few iterations of our ruins workshop !

(#leveldesign https://t.co/K0phpT2YfY

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Today I used instantiation to make these cool cubes in during my weekly hour of learning C# with our amazing dev, Victor. I'm honestly surprising myself at how fast I'm picking it up!

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A little quaint pond made with some low poly assets from . Part of a larger game level which I hope to release soon!

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