SAMUEL // LEVEL DESIGNER STOCKHOLM, SE

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Project breakdown

P.R.O.S.In development

A PS1-styled 4-player co-op extraction shooter, built in Unreal Engine 5 over a 7-week project (GP3, Team of 10). This page goes deeper than the main portfolio: the process behind each of the three maps, more screenshots, and the honest version of the technical work.

HQ — the ship

The onboarding level, set inside the players' spaceship between planetary missions. Room-to-room layout (hangar, engine room, lab, mess hall, drill bay) with natural chokepoints and a signage system that guides players without a minimap, teaching the game's vacuum-based mechanics along the way.

HQ drill bay objective room
Drill bay
HQ hangar bay
Hangar
HQ engine room shaft
Engine room
HQ drill machine room with barrels
Drill machine room
HQ dark corridor walkway
Corridor
HQ interior room
Interior

Pipori Prime — alien nature planet

Went from zone sketches through a beta blockout shaped by path feedback to the final level. Landing zone, forest biome and crystal cave split the map into distinct biomes for orientation and visual variety.

Pipori Prime zone sketch draft
Draft — zone sketch
Pipori Prime drill space detail sketch
Draft — drill space detail
Pipori Prime beta blockout with path feedback annotations
Beta blockout — path feedback
Pipori Prime top-down foliage layout
Landing zone, top view
Pipori Prime crystal cave
Crystal cave
Pipori Prime forest camp top-down
Forest camp
Pipori Prime autumn forest biome
Forest biome
Pipori Prime canyon cave interior
Canyon interior
Pipori Prime canyon camp top-down
Canyon camp

Veldra-9 — wasteland city

A futuristic city in a scorched desert canyon, built around verticality: elevated passages, canyon walls and rooftop zones create height-based tension, while dense urban geometry shortens sightlines. Process: terrain mesh sculpt → layout overlay → whitebox → final. The drill site sits embedded in the city center as one big setpiece (a casino, for comedic effect).

Veldra-9 layout overlay on terrain sculpt
Layout draft — overlay
Veldra-9 whitebox start
Whitebox start
Veldra-9 final desert canyon
Final — desert canyon
Veldra-9 top-down city layout
City layout, top view
Veldra-9 city streets close-up
City streets
Veldra-9 canyon camp with white tents
Canyon outskirts

Playtest-driven iteration

Three concrete problems found in playtests, three shipped fixes.

Beacon visible from spawn

The yellow beacon at the drill objective was visible from spawn across a cliff edge. Players jumped into the abyss instead of following the path.

Fix: blocked the line of sight through geometry; beacon placement adjusted so visibility is earned once the player is on the correct path.

Return path confusion

After activating the drill, players struggled to navigate back to extraction under time pressure.

Fix: made the level a lot more linear with clear sight on the next objective through the beam, and added biomes for visual clarity.

Pacing gaps

The early blockout had long empty stretches between spawn and the drill area, with no engagement or tension.

Fix: narrowed corridors, added cover and two optional areas (caves etc.) to reward exploration, plus more interactibles and destructibles.

Tech & game design

Prototyped core systems in Blueprints during greenlight and early alpha: the drill, the extraction beacon, the quota HUD and the deathplane, then handed these off to the programming team for production. A planned spawn-randomization system was also scoped, meant to run server-side in GameMode with a seeded Random Stream so every run would differ but stay identical across all four clients, but it ultimately got cut due to time. Beyond the tech side, I also shaped core mechanics and scoping decisions in a team of ten, in close collaboration with programming and art.

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