
Project 5, unreleased
Introduction
​
The Project is an action-adventure game based on a high-profile THQ Nordic IP. It is developed within a proprietary engine and features intense combat as well as singleplayer and co-op puzzles - all in a top-down perspective.
Team Size: 31 devs in total, 5 Level Designers
​
​My Responsibilities:
​
-
Designing individual gameplay scenarios and full levels, ensuring that puzzle, combat, or traversal situations naturally align with the overall design goals of each level
-
Maintaining clear and consistent level documentation to communicate design intentions and track development progress throughout production
-
Building simple 3D models to support the transition from blockout to dressing
-
Set-dressing and lighting multiple gameplay spaces, balancing readability with visual storytelling
-
Implementing in-game events within gameplay scenarios using a proprietary scripting language
-
Coordinating work between Level Designers to maintain a consistent pipeline and workflow
-
Providing support to the SCRUM Master for a proprietary tool development team when needed
-
Collaborating with Tools Programmers to support the development of the custom Level Editor through Research, User Stories, Feature Designs, and QA
-
Helping to organize company events to support team morale and cross-discipline collaboration
-
Building prototype levels for programmers to test gameplay elements in a controlled environment
-
Managing level merging within the version control framework, ensuring stability and consistency across collaborative development
-
Serving as a primary point of contact for producers regarding meetings, follow-ups, or reportings for the Level Design Team
-
Identifying and resolving bugs during level development, addressing general issues, gameplay feel, and performance
-
Working closely with producers to help define and streamline workflows
-
Researching and documenting internal process guidelines to support efficient, repeatable workflows
-
Organizing internal playtests to gather feedback and iterate on design decisions
Proprietary Engine​
​
Here at KAIKO, I am working with a proprietary engine developed specifically for Project 5.
Using the custom-built Level Editor, I created levels and designed gameplay situations tailored to the needs of the project. In parallel, I collaborated closely with Programmers and assisted the SCRUM Master in the ongoing development of the Level Editor itself - contributing to the expansion of its existing features, the creation of new ones, and overall improvements to its usability.
​​​​




Screenshots:​​​
​
Here are some examples of areas that I dressed.
​
​​​​