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Level and Game Designer

Felix Faeh

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Level Design Prototype

The Fall of Karasma

Introduction

Softwares used

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Highlights

•Showcases linear and non-linear tutorial design.

•Intended for stealth-driven, combat-driven, immersive sim- and RPG-type games.

Presents the Player with the story context and feel of the setting, what their goal is, who they should care about, who their allies and enemies are and hints at morale dilemmas and player driven choices within the game and that they can go through the entire game without picking up a weapon, being seen or killing a single NPC.​​

Teaches the Player how to move, crouch, jump, climb, push objects, interact with NPCs and objects, use a health potion, utilize a grappling hook, throw shurikens, sneak passed enemies in tall grass, attack and block with a sword and assassinate enemies from behind.

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•Solo Project in Unreal Engine 5. From Start to Finish (Opening Cinematic Tutorial, Main Level and Endings, around 45 min)

​Engages the Player with diverse gameplay sequences, that involve stealth, platforming, combat, exploration and narrative beats in a setting, that is rich in lore.

​Gives the Player nine paths (five of which change the narrative) to reach the ending of the level. The Players actions can have drastic consequences, from starting a revolution within a revolution, sending a bomb to kill most of the key enemies and palace or attaining godlike powers, that kill all the NPCs that stand in the players path.

Full Break Down

Gameplay (Non-Lethal, No Commentary)

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