Unity • Level ART • Level DEsign • World Building

Copa City

SHORT VIDEO / SCREENSHOTS COMPARING LIGHTNING

OVERVIEW / RESPONSIBILITIES / DESIGN GOALS

Exploring mood, lighting and environmental storytelling in Unreal Engine 5.

Created as a technical and artistic exercise, Dark House explores lighting, composition and environment dressing within Unreal Engine 5. The project helped deepen my understanding of world building, scene presentation and environmental storytelling.

Warsaw TRAILER

Berlin Trailer

RIO Trailer

IN-GAME SCREENSHOTS

KEY LESSONS LEARNED

Designing gameplay spaces and the worlds around them.

During the development of Copa City, I was responsible for designing and building gameplay spaces from concept to final implementation. My work included level layout creation, player routing, navigation flow, district planning, landmark placement and environmental storytelling.

Beyond traditional level design responsibilities, I also contributed to level art and world building by defining visual composition, district identity, color distribution, asset placement and overall scene readability. A significant part of the process involved balancing gameplay requirements with visual direction to create spaces that were both functional and believable.

Throughout production I collaborated closely with artists, designers and other disciplines, iterating on layouts, improving player guidance and helping establish the visual language of different city districts.

Responsibilities

  • Level Design

  • Gameplay Layouts

  • Player Navigation & Routing

  • District Planning

  • Landmark Placement

  • World Building

  • Environmental Storytelling

  • Level Art Support

  • Visual Composition

  • Scene Readability

  • Color Distribution & District Identity

  • Cross-disciplinary Collaboration

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