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Level Design Portfolio

Over her time in games, Chloe has worked in multiple areas of design, providing good generalist support and knowledge of other aspects of development. However, this page focuses specifically on some of her Level Design focused Contributions to the games in her catalogue in which this was a core focus.

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Here is a collection of videos and small descriptions which share a bit of insight into how each game was handled during development.

Shadow Point - Coatsink - VR Puzzle Game

Chloe had a hand in every level in Shadow Point, but particularly lead efforts in The Mattock, The Garden and The Anchor. This was a combined job of Level and Puzzle design, as both were integrated together throughout.

Initial Blockouts were created before being handed to art to contextualise the initial layouts further. Puzzles were built to use the Level Layout to add to the challenge. Some Puzzles were prototyped with Lego due to the complexity of some of the 3D environments, with some walls being navigable in unusual ways.

The video below is the first part of a playlist which walks through each level in depth allowing you to see how we nudged the players through the spaces and created sightlines and situations which contributed to and helped players locate puzzles. Clicking through to the video should give you full access to the playlist.

Babel: Tower to the Gods - Ruce LTD - VR Puzzle Game

Babel was a very different Puzzle Design approach. We approached it to try and teach small and slow, inspired by the Level Design approaches in Valve games in particular.

We used Level Design Principles to try and better prepare our players to best succeed at playing this mostly absurd reverse-jenga game.

The levels in this project were spread throughout the early game and are far harder to single out, but there was minor contribution throughout. The Video below is a playthrough video from a Youtube creator focused on VR from around the launch time of the game.

Battle Sister 40K - Pixel Toys - VR FPS

In Battle Sister 40K, Chloe was focused on two levels in particular, Levels 6 and 7, Into Darkness and The Psyker.

Into Darkness was primarily taking an existing level layout and adding gameplay elements and interest to the space as well as adjusting and adding navigable spaces.

The Psyker was created from scratch via document and sketch, through to blockout and initial asset placement. This level was then handed off to art to polish up the layout spaces and give them the 40K grime they needed to shine.


The Video below is set to start from the timecode at the beginning of Into Darkness and should play through the Psyker afterwards. Following through to the video page there are chapter links available to seek faster.

Arclight Cascade - Hexdragonal Games LTD - Single Screen Smash-em-up

Arclight Cascade's levels were fully designed by Chloe. Each level was created to provide interesting angles and situations for enemy entities to bounce around and create appropriate levels of chaos.

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A set of unique levels was also created for the game's campaign, with each level being tailored to specific enemies and built to slowly introduce further challenge and unique interactions between the player and the enemies.

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The video below shows a handful of levels in the game. The game is also available for free on Steam.

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