M/E

Solo work

Levels

Academic projects on pacing, navigation and using the environment to tell a story and guide the player.

01 — Combat encounter

Cable Cars

A guided escape through a mountain outbreak: diegetic indicators, controlled sight lines and gradual reveals of the play space, escalating as the player restores power.

Duration
6 weeks, half-time
Engine
Unreal Engine 5.6
Focus
Combat, storytelling, scripting
Third-party
Blockout Tools, Mixamo, AGLS
Cable Cars level overview
  1. 01Emerging from the forest, the player sees the power station — the ultimate destination.
  2. 02Explore the parking lot for clues and equipment.
  3. 03Climb and push objects to reach the cable car control room; a note reveals the power is out.
  4. 04Start the backup generator in the maintenance room.
  5. 05Parkour and climbing through a forest path.
  6. 06The final climb up to the power station.
  7. 07Navigate a maze of rooms to the roof's main power switch.
  8. 08Zombies approach — run and slide downhill to escape.
  9. 09Fight through enemies gathered in the forest.
  10. 10Battle to the control room and escape by cable car.

02 — Technical design

Hotline Bling

Inspired by Hotline Miami — fast, split-second action. The focus was Blueprints and an intuitive layout that keeps momentum and drives the player forward clearly.

6 weeks · UE 5.6 · Blueprints, combat, level design

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03 — Adventure

Uncharted/Adventure

From the docks through a torch-lit cave and patrolled jungle to a village, up to a mountain fortress, down through a skeleton forest and swamp — then a secret shortcut back to the peak to unlock the gates.