Hey, I’m Gabi.

I am a Level Designer, currently studying at BUAS. I have a passion for creating immersive and intuitive levels that compliment both narrative and player mechanics.

Welcome to my portfolio

University Projects

Fortress of Sorrow
(a Quake map)

A modded map for Quake with a fortified castle theme where the player’s goal is to make their way to the king’s throne room. Dispose of him and any other enemies.

View Project

Marisol
(a Year 2 game)

An action-adventure game directed at young and new players. Marisol aims to charm its audience through its fun puzzles, simple combat and most of all - gorgeous environment. This single player game has a story to tell so come and listen.

Page Development in Progress

Resident Evil 4 - inspired
level prototype

A first person shooter level that aims to recreate the game and environmental feel of Resident Evil 4, using the cathedral restriction to which I added a village.

Page Development in Progress

  • Nr of People: Solo project

    Engine: Unreal Engine 5

    Duration: 2 weeks

    Concept Phase: In our most recent university project, I developed a fast-paced prototype designed to keep players constantly moving using a rope attachment.

    The design draws heavy inspiration from the anime Attack on Titan, where I aimed to replicate the 3D maneuvering gear and combine it with a shotgun for added impact.

    Research: To create this prototype, I studied and blended movement abilities from several action game characters. I focused on League of Legends' Nautilus, who uses Dredge Line (hurling an anchor that pulls both him and the target towards each other), and Overwatch's Roadhog, known for his Chain Hook (a chain that yanks enemies into close range).

    Prototype Goal: My goal was to recreate a mix of these abilities in-engine to assess both fun and practicality since no existing game fully embodies this concept.

    Prototype Results: Check out the video.

    Takeaways: This prototype allowed me to delve deeper into Unreal Engine's physics system, creating my own shotgun and enemies, which sharpened my blueprinting skills. It also served as a potential USP for our next project and demonstrated my versatility beyond level design.

  • Nr of participants: Solo project

    Engine: Unreal Engine

    Duration: 8 weeks

    Project Overview: This project aims to recreate the room generation system from the game The Binding of Isaac.

    I developed a system that generates level layouts based on difficulty and specific levels, utilizing rooms assigned by developers. Room designers can specify the level where a room should spawn, the player-selected difficulty, and the spawn percentage. The system then selects these rooms, assigns them locations in the world, and generates doors for player navigation. Additionally, it can create special rooms, such as boss or treasure rooms, placing the boss room the furthest away from the player, mimicking the mechanics of the target game.

    Research: To inform my design, I thoroughly researched the original Flash game through playtesting and by watching videos from the original programmer. (Here is a portion of my research document that outlines the room generation in The Binding of Isaac) Research Document

    Project Goal: The objective was to create a concise and user-friendly system in Unreal Engine, complete with appropriate comments, variables, and functions to assist game developers.

    Takeaways: This project taught me the fundamentals of procedural dungeon generation, how to transfer player variables to the UI, and how to compose effective “How to” documents. I also learned how to create a complete project package ready for use by other developers.

    This experience enhanced my research skills, deepened my understanding of back-end level design, and prepared me to contribute to the Unreal Marketplace.


Skills

Level Design

Blueprinting (UE)

Research

Information Design

System Design

Informational Sketching

Narrative Design

Software Proficiencies