Study of vertical intricate layout with multiple connections from every point of interest for a third-person game set in Asian city streets.
Special attention to the differentiation between areas and the composition of the entrances to their respective connections.
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Horror-platformer level where your goal is to reach the top of the lighthouse.
Inspired by Dark Bramble level from Outer Wilds.
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Narrative-driven horror adventure game.
You have recently relocated to a quaint village in Japan and got a new job as a janitor at an academy.
Your objective is to perform maintenance tasks in every room during the night.
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Action-adventure narrative level inspired by Tomb Raider and Uncharted.
Spaces focused on highlighting dialogues and exploration with dedicated areas for puzzles and parkour. I intended to build a semi-linear level set in the jungle, with a blockout that feels organic while keeping an eye on composition.
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000-000-000
Study of exploration, semi-linear, narrative-driven levels set in an Egyptian tomb.
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