Unity • Level ART • Level DEsign • World Building

Turn-Based Tactical RPG

SCREENSHOTS FROM THE GAME ( NOT RELEASED YET )

OVERVIEW / RESPONSIBILITIES / DESIGN GOALS

Designing tactical combat spaces from blockout to final environment.

During the development of Turn-Based Tactical RPG ( NOT RELEASED YET ) , I was responsible for creating and implementing level layouts that supported the game's turn-based tactical combat systems. My work involved building gameplay spaces, establishing navigation routes, shaping player movement and preparing environments for combat encounters.

Based on combat area requirements provided by the design team, I created locations that accommodated combat grids, patrol routes, cover opportunities and tactical positioning while maintaining environmental readability and visual coherence.

Beyond gameplay space creation, I was responsible for world building, environment composition and set dressing, taking levels from early blockout stages to final in-game environments while collaborating closely with designers and artists.

Responsibilities:

  • Gameplay Layouts

  • Combat Space Preparation

  • Combat Arena Integration

  • Patrol Area Planning

  • Cover Placement

  • Player Navigation

  • Blockout Development

  • World Building

  • Set Dressing

  • Environmental Storytelling

  • Visual Composition

  • Cross-disciplinary Collaboration

IN-GAME SCREENSHOTS

KEY TAKEAWAYS

Designing Worlds Around Tactical Encounters

Combat Space Preparation
Creating exploration areas and locations tailored for turn-based combat encounters.

From Blockout to Set Dressing
Developing levels from early layout stages to final visual presentation.

Map Variety & Exploration
Building diverse environments that support navigation, pacing and discovery.

Level Design & World Building
Combining gameplay requirements with environmental storytelling and visual composition.