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Project 5, unreleased

Introduction

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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

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​My Responsibilities:

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  • 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​

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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.

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Screenshots:​​​

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Here are some examples of areas that I dressed.

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© 2025 by Falk Kairies
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