
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
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(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
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(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
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(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)