SHADOW
COMPOUND
ROLES
INDEPENDENT LEVEL DESIGNER
Shadow Compound is an independent level design exercise I used to explore the capabilities of the Farcry Engine, looking into the lighting, enemy behavior, asset customization and environmental editing capabilities of the engine and challenging myself to dive into a new level design tool as well as work in a game genre I had not previously experimented with
This Project is currently being touched up,
Please come back later to play!
Documentation
Game Gallery
Some shots of gameplay and in-engine layouts of the level, highlighting key areas of game ambience and aesthetic development as well as providing an overview of the levels layout
(please click the slideshow to view the images at your leisure)
Process Work
Process work and documentation I developed to challenge my level design, visual communication and documentation skills, Including map development, beatmap progression, and core feature planning
(please click the slideshow to view the images at your leisure)
Contributions
Responsibilities
For this Project I worked independently as a level designer to explore the capabilities of the Farcry Engine, with a focus on challenging and learning
- Environmental storytelling and lighting
- Enemy behavior and difficulty balancing
- Exploring asset customization and environmental editing capabilities of the engine
(I've returned to working on this as a personal project and working on polishing up this level and including some post mortem documentation! please come back to see more in the future)