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Level Designer

Enginelight

DESCRIPTION

Enginelight is short demo of a Open World Survival Driving Game taking place in Halsingland, Sweden. 

ROLES AND TASKS


During the Development Cycle of the game, Tech and 3Cs Designer.

 

  • Worked on Intial Prototypes during Pre-Production

  • Owner of the Main FPS Character, working with Animators, VFX Artists and Programmers to get all things working 

  • Scalable Weapon System 

  • Modular Ammo System

  • Implemented SFX, VFX, Animations and other Game Feel Indicators

Overall Idea
 

Stuff I Worked On

Before officially starting the project, we were given a small genre list as well as one week to do a short prototype for the game. 

Our three chosen genres were, Survival, Combat and Co-Op

We decided on two key aspects, 

- Making the Vehicle the main base
- Survival Theme to be based on Upgrade Menus


For my Prototype I was mainly inspired by Dead Static Drive, and worked on a Co-Op Isometric prototype. 

EarlyIterationSketches.jpg

Enter/Exit Car

In the end the team focused on a First Person prototype another designer made, but a lot of the Blueprints I made for the Switching Pawns was used for the Pre-Alpha Build of the game.

Prototypes & Pre-Pro

Pre-Pro Documentation

I noted down a list of features I was planning on implementing, but focused on the main features. 

I re-used my Camera Manager script from Brawl Bunnies, made a Modular Interaction System and modified the Third Person and Driving Template to make a quick prototype. 

My main focus was to iterate fast but also make a clean and modular prototype, so that it would be easier to work on in the future if it happens to be selected by the team. 

Interaction System

FPS Character

Screenshot 2026-02-06 081647.png

Initial Research

My Initial set of research was on getting a "True-FPS" Character to work, similar to the styles of Firewatch and Tarkov, where the player can look down and see their legs. 

In the end because of the complexity and lack of time, we ended up scrapping that and went for the Traditional FPS(Camera w/ floating hands)

EarlyIterationSketches.jpg

Continued Research

Once I had set what kind of FPS Camera I would have, I started reasearching on the Overlay Animation System I wanted to replicate. 

My core insipiration was the system from Destiny, which had Look Pointing, Overlay bobble & Weapon Sway

Base Animation + Overlays

How the System works

Look Pointing

Weapon Sway

FINAL IN-GAME

With the prototypes in mind, I started switching over to assets made by our animators and VFX Artists. However there were a few issues we werent able to solve. 

The animation overlay system relied on a particular Spine Bone to work, Animation rigs were finalized before this requirement was clear. This meant the system had to use another set of bones, which reduced the final quality

Stronger pre-production communication with animators is critical.

CHARACTER HIERARCHY

CharacterHierarchy.png

Reflection 

Overall, I'm very happy with how the project progressed. Although I originally joined as a Level Designer, I ended up taking on multiple roles across Systems, 3Cs, and General Game Design due to various needs within the team.

 

This was also my first time working closely with artists, understanding what they needed from the project, and creating documents and metrics to support their workflow so they could continue their work smoothly.

This project was a major boost to my skill set, especially in building scalable systems and managing scope for the entire team. It pushed me to learn quickly, adapt to new responsibilities, and contribute across several disciplines.

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