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Portfolio: https://www.artstation.com/artwork/kN... Role: Level Designer / Game Designer Tools: Unreal Engine 5, Maya Overview: Iurupari the Traitor is a zone level built around tension, discovery, and confrontation. The experience is structured as a journey into a hostile and corrupted space where exploration and environmental clues guide the player toward escalating encounters and, ultimately, a decisive boss fight in a dungeon-driven area. The level blends navigation challenges, curated combat scenarios, and narrative elements embedded directly into the environment. Every space communicates the presence and influence of Iurupari and the overseas invaders, reinforcing the sense that the player is moving deeper into territory shaped by betrayal and conflict. Design Goals: Create an area that rewards observation and decision-making rather than linear progression. Players are encouraged to read the space, choose routes, and approach encounters based on their playstyle. Exploration reveals hidden paths, optional encounters, and narrative fragments that expand the context of Iurupari’s betrayal. Environmental storytelling replaces explicit exposition, allowing players to interpret what happened through level composition, props, and spatial contrast. Combat pacing alternates between tight, high-risk encounters and moments of silence and anticipation, building tension before major confrontations. What I Did: I designed the area from early concept to a fully playable level, focusing on exploration flow, encounter design, and environmental storytelling. The layout was structured to guide players naturally through the space while still allowing freedom of approach and multiple navigation choices. I created and iterated on the level blockout, defining critical paths, secondary routes, and hidden areas to support player agency and discovery. Combat encounters were placed and tuned to reinforce pacing, alternating between pressure and recovery moments while using terrain, chokepoints, and verticality to shape decision-making. I implemented environmental storytelling through prop placement, spatial composition, and visual transitions, showing the corruption and influence of Iurupari as players move deeper into the dungeon. Narrative beats were embedded directly into the level rather than delivered through exposition. I designed the progression structure leading to the boss fight, ensuring mechanics, enemy behaviors, and traversal challenges introduced earlier in the level prepared the player for the final confrontation. The level was built and iterated in-engine using modular assets and prefabs, with continuous playtesting to refine readability, difficulty balance, navigation clarity, and overall player experience. Focus Areas Exploration-driven progression • Encounter-based combat design • Player agency in navigation and engagement • Environmental storytelling through space and layout • Dungeon pacing and tension building • Boss fight as narrative and mechanical climax