Unity • Level ART • Level DEsign • World Building

Fire Commander

TRAILER VIDEO / SCREENSHOTS FROM THE GAME

OVERVIEW / RESPONSIBILITIES / DESIGN GOALS

Building Gameplay Spaces for Dynamic Emergency Scenarios

During the development of Fire Commander, I was responsible for creating and implementing gameplay spaces that supported emergency response scenarios across a variety of environments.

My work included level layout creation, environment dressing, gameplay setup and technical implementation using proprietary tools. I prepared gameplay areas for firefighting and rescue encounters, placing obstacles, interactive elements, patrol spaces and points of interest while ensuring clear navigation and readability.

Beyond visual world building, I worked extensively with gameplay systems by setting up colliders, triggers and environmental interactions. This included configuring fire-related objects and scenario logic through designer-focused tools developed by the programming team.

Throughout production I collaborated closely with designers, artists and programmers to balance gameplay functionality, technical requirements and visual quality.

Responsibilities:

  • Blockout to Final Set Dressing

  • Environment Layouts

  • Gameplay Space Planning

  • Trigger & Collider Setup

  • Interactive Object Placement

  • Fire Scenario Implementation

  • Navigation & Readability

  • World Building

  • Cross-disciplinary Collaboration

Trailer

In-Game Screenshots

KEY LESSONS LEARNED

Bridging Level Design, Gameplay Systems and World Building

This project strengthened my ability to create gameplay-focused environments while working with designer tools and production pipelines. From blockout and environment dressing to trigger setup, collision implementation and interactive gameplay elements, every stage required balancing technical constraints with player experience and visual quality.