Quentin Smith | Portfolio
Oinkyuza Collection


Project Goal
Project Role
Level Designer
Tools Used
Unity
Target Platform
Windows PC
Duration
1 Month
Language
C#
1
Create A Level Around A Twisted Narrative Premise
Team Size
Overview
( Individual Project )
I created this level from concept to product in the Fall of 2022 during my Level Design course, taught by Rich Wilson ( Level & Quest Designer For Games Such As Dishonored & Prey ), as a class assignment.
The goal of this level was to guide players from point A->B by showing rather than telling. This level features a tool-set that provides basic level design features - keys, moving platforms, conveyor belts, physics objects, locked doors, buttons, & more. The level was built out using ProBuilder in the Unity Game Engine.
Go through the streets & alleyways of a Blade Runner-esque Japan as the Big Bad Wolf working as a loan shark. Make your way through the city streets, alleyways, & the market feeling confident on your way to the resort. Fight enemies, talk with NPC’s, & collect Trinkets/Codes along the way.

Market Area NPC's + Waypoints
A view of the Market Place - final area of the map

Map View
A birds-eye view of the final map in its entirety
Level Design Process
The level started with the creation of the map in Photoshop. My first pass was a rough block-out that gave me the basic shapes & layout - I wanted Players to start off in an alley way coming out into a cul-de-sac square, seeing a monolithic building in the distance giving them a goal to move towards.
The second pass of the level refined the placement of the blocks, also detailing the placement of mechanics, enemy paths, & market districts. I wanted the level to get more challenging the further along players got as well as increasing the amount of npc characters to fill out the environment. Going into Unity, with the help of ProBuilder, I extruded the walls from my revised map layout, & then ran through the bare-bones level
( getting a sense of the scale & time it would take players to get through the level ). All that was left was to add in the mechanics - npc's, npc pathing, weapons, ammo, buttons to enable moving platforms, keys, locked doors, & leading coins.
Once the full level had been constructed, I added in the post-processing, lighting, & some other miscellaneous level components
( npc dialogue, vending machines, breakable objects, & particle effects ) to give the level some life & further sell the cyberpunk city motif.

Original Paper Prototype
The Original Paper Prototype For The A-B Level. Featuring Level Elements Such As Moving Platforms & Conveyor Belts

Final Map
The Finalized Version Of The A-B Map With Complete Features & Elements.