Game & Level Designer
Tim Andersson
Floating Island
3D modeling and art
Although navigable this level is built more like a visual treat than an engaging experience.
When building this scene I tried to create an oppresive feeling.
Grey Manor
A short top down perspective scripted level
The player has foolishly entered a vampire's manor and has 15 minutes to slay it before sundown.
Built like a survival horror pussle box, the level features locked doors with hidden keys, and the player must avoid patroling enemies while navigating the manor.
My largest undertaking during this project was building a seamless system to fade meshes that blocked the player's view, building my first behaviour tree driven AI characters and learning how to appropriately build player features such as inventory supplies and melee attacks in a top down perspective.
Copycat - CS_Office
Level designing after specifications
Being tasked with creating an original level can sometimes be challenging, but recreating an existing level brings with it its own challenges as well.
This is a recreation of the Counter strike map cs_office with metrics as closely resembling the original map as I could.
This project involved a lot of measuring and problem solving, and has brought with it a lesson or two that will stick with me.
Modeling & Level design Challenge
Modeling a tileset and building a city
In this project I was handed a plain block-out cityscape and tasked with modeling my own assets and making a level out of it.
I naively made a detailed set of house tiles and started building houses one by one. I think it turned out pretty well and still occasionally use my tileset in other projects.
In this project learned how to better estimate time and the value of using larger tiles when appropriate.
A Sandbox experience
My attempt at a Stardew valley project
My goal in this project was to create a sustainable gameplay loop. Whenever the level is loaded the world is randomly populated with foragable mushrooms, cuttable trees and rocks containing ore.
I created a class that would fetch assigned values from an XML sheet and randomly spawn assigned resources at valid positions within a box volume.
Infiltration Level
Early iteration of my immersive sim project
This project was initially intended to have two levels, an exteriour and interiour part. The interiour part was left unfinished due to an overestimation of my abilities.
In this level the player must make their way to the facility grounds and find their way inside while avoiding security turrets that will quickly gun the player down when detected.
The first linear part forces the player to learn to jump, crouch and climb in a safe environment. When the player reaches the facility's fence they may creep around the exterior and look for a way inside that suits them. There are roofs that can be climbed, crawlspaces to navigate and keys that can unlock doors.
When designing the level i followed the philosophy of "Perceive, plan and then navigate", creating safe places where the player could stop and look for paths forward. Every path eventually leads to progress.