
Melis
Im a Level Designer and I have worked on the game Ertugrul of Ulukayin
Habilidades

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Portfólio
Experiência profissional
Level Designer
Self Employed • Autônomo
Feb 2026 - May 2026 • 3 mos
• Designed and developed a 3D action-adventure/survival horror level, Tainted Lands, in Unreal Engine 5.6, from concept and blockout to final implementation and polish. • Created a Level Design Document (LDD), 2D map and Beat Sheet to establish the flow of gameplay, objectives and key production stages. • Designed gameplay spaces focused on player guidance, environmental storytelling, environmental transformation, exploration, combat pacing and gated progression. • Crafted environmental storytelling through lighting, world-building, visual landmarks and narrative set pieces to reinforce the game's atmosphere. • Designed and balanced combat encounters to encourage exploration and build tension, with a gradual increase in difficulty throughout the level. • Collaborated with mentors and peers through regular design feedback sessions to refine gameplay and improve the overall quality of the level.
Tekden Studio
Período integral • 1 yr 10 mos
3D Level Designer / Environment Artist
Oct 2024 - Jul 2025 • 9 mos
• Designed and implemented two full game levels, including a major story level, overseeing layout, gameplay flow, environment setup, and player experience. • Improved and polished levels to enhance player experience, including layout adjustments, visual refinement, and playability testing. • Enhanced environment art by arranging and refining meshes, making scenes more visually appealing and immersive. • Designed and implemented resource point placement across several levels, balancing gameplay challenge with narrative flow to boost player engagement. • Refined and tested the nav mesh across multiple regions, improving AI navigation and pathfinding consistency. • Improved historically inspired environments, enhancing authenticity and atmosphere.
3D Level Designer / Environment Artist
Aug 2023 - Sep 2024 • 1 yr 1 mo
• Designed the Caravanserai environment, creating the blockout and level art while applying core level design and environment art principles. • Polished the main level of the game to improve historical authenticity, enhancing visual storytelling for players. • Created the Caravanserai from start to finish using a modular workflow.