Level design documention
Design documents are there to inform the reader of your designs. It is important that the reader understands your design goals and reasoning behind them.
This is a demonstration of how I would approach my level design document. Design documents are in my humble opinion used to inform others about your design and not about documenting your own progress. The people who look at your documentation should have a decent indication what you're designing from reading it.
These level and document gives a small glimpse of my design mind and how I present my work for clients.
Level design documention
A puzzle design document I created, commissioned by Sad Owl Studios. The makers of Viewfinder, where I was asked to create a design document based on a hypothetical question → What if Viewfinder had fluid sims as a puzzle mechanic?
This is a demonstration of how I would approach a design document for a potential client. It showcases my ability to create professional documents for clients and other designers.
With emphasis on making sure the document makes sense from the reader point of view. The design document includes, diagrams, clean layout designs and explanations regarding design decisions made.
Blocking out, with use of Blender
Only after locking down a good macro layout, I will use Blender to iterate on my blockouts. Blender modeling toolset allows me to quickly visualize my designs.
I have experience with modular workflows
My blockout starts in the engine itself, I find it important to nail down the macro blockout in engine as soon as possible. Only when it plays and feels right, I would continue to iterate on the blockout.
For quick blockout iteration, I prefer to use a combination of Blender and Unreal Engine. When dealing with more complex shapes and collision, I like to use Blender to create the detailed blockout and re-export it to Unreal Engine.
Procedural Terrain Creation, with use of GAEA + Unreal Engine 5
I am familiar with terrain creation for games. I use a wide range of tools depending on the project needs. Programs I use: GAEA, ZBrush, Blender, Unreal Engine 5
During my time at Ubisoft Annecy as a world designer, I was part of the terrain creation for Riders Republic.
Throughout the years I have polished my skills and learned more about terrain creation for games. Here are a few examples of my recent personal explorations for terrain creation inside of Unreal Engine 5.
1 # This is a small Python snippet of my tool called PROTO:PALETTE.
2 # PROTO:PALETTE is a tool that allows the user to bake many base color materials into a single texture
3 # This snippet assigns the tile pixel sizes & warns the player if they go over the max amount of swatches for the texture.
4
5 mode = props.swatch_mode
6
7 # Dictionary Lookup -> Assigns pixel size to each mode, for example: If mode is FIXED_4, the pixel size for each color tile is 4px
8 if mode != 'DYNAMIC':
9 swatch_size = {
10 'FIXED_4': 4,
11 'FIXED_8': 8,
12 'FIXED_16': 16
13 }[mode]
14
15 # Number of unique colors needed to fill an entire texture
16 required_slots = len(color_list)
17
18 # Calculates the max slots for the texture. Example, for a 32px texture size, you can fit 16 swatches of 8 by 8px color tiles
19 max_slots = (tex_size // swatch_size) ** 2
20
21 # Warns the user if they are trying to bake too many colors than the texture can hold
22 if required_slots > max_slots:
23 self.report({'ERROR'}, f"Too many colors ({required_slots}) for fixed {swatch_size}x{swatch_size} layout. Try increasing texture size.")
24 return {'CANCELLED'}
Tools WIP → If you wish to know more about it, feel free to contact me.
Currently the tools are in early access for a select group.(please use the desktop version of the website to browse through the blueprint graph)
Creating Plugins for Blender using Python
A tool made for Blender that allows users to quick prototype in an intuitive way
I created: QUICKLAYOUT, QUICKCOLOR, QUICKGRADIENT and QUICKPALETTE
Since July 2025, plugins have been rebranded to PROTO:LAYOUT, PROTO:COLOR etc. To emphasis on the branding and prototype aspect of the tools
I always try to find ways to improve on my own workflow. I dreamed of creating tools that would make my workflow faster and more efficient. Since 2025, I thought it was time to create these tools. Now I use these tools to help me iterate quick on my work, saving me lots of time that would otherwise took additional hours and days.
Beginner-Intermediate in Python programming but knowing my way around Blender helps me with understanding how to set up my logic
(please use the desktop version of the website to browse through the blueprint graph)
Basic Dodge - Multiplayer Ability Setup in Unreal Engine 5
A blueprint example showing how I setup a dodging ability in Unreal Engine 5. This ability takes into account networking
(please use the desktop version of the website to browse through the blueprint graph)
This is an example where I implemented a dodge ability. This ability is replicated.
I use "Smooth Sync" to make sure that movement feels smooth.
To make the dodge feel like it takes into account momentum, I check for the players velocity and adjust the animation speed of the dodge clip
(please use the desktop version of the website to browse through the blueprint graph)
Creating shaders in Unreal Engine 5
I created this post process material based on research from other similar stylized materials that are shared in the Internet
(please use the desktop version of the website to browse through the blueprint graph)
Basic Punch - Multiplayer Ability Blueprint Setup in Unreal Engine 5
A blueprint showing how I prototype an ability in Unreal Engine 5. This ability takes into account networking
(please use the desktop version of the website to browse through the blueprint graph)
This is an example where I implemented a punch ability. This ability is replicated.
I do the authorization on the client side instead of the server side to get rid of potential rubber banding.
I do this because I don't have network prediction setup and because of the nature of the game, cheating is not a big deal unless it is a competitive game.