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Blockouts Practice

Exploration in world building, environmental storytelling, player guidance, and flow.

World Building 

A dark, melancholic FPS level set in a city being consumed by a mysterious natural force.

 

I wanted the player to feel like a survivor, fighting against overwhelming odds. Environmental storytelling is essential to me, and I focused on crafting scenes that convey emotion without relying on text or hand-holding. This level also taught me the real value of preproduction—I worked quickly, trusting my instincts, and saw how a clear foundation makes fast iteration more focused and effective.

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4 Days 
Solo

Unity

Github

Miro

2026

THE LEVEL

SECTIONS BREAKDOWN

Working at high speed forced me into flow—trusting my preproduction and instincts, I let momentum drive the level’s development.
World Building

World Building

Level Swap

Design Task

Create two spaces—one Jungle and one Sci-Fi—with two connectors. After two days, we swapped levels with a fellow student and were tasked with adding an additional Christmas tree, as well as creating a loop from the Sci-Fi space through the Jungle space, and then back again.

​Adding the Christmas tree sparked the idea of an underground colony sustained by airdrops. In sacred rooms, the inhabitants worship the trees and perform rituals to preserve their cultural heritage. I wanted the space to feel organic and rich to explore. This exercise taught me to detach, adapt, and iterate quickly - a truly valuable lesson.

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2 Days 
Solo

Unreal

Diversion

Miro, Notion

2026

THE LEVEL - BEFORE & AFTER

SECTIONS BREAKDOWN

This was a great practice in detaching - wich is probably one of the greatest lessons of all for a creator, and the hardest.
Level Swap

Level Swap

World Building Task

This project was a world-building assignment set in a post-apocalyptic environment. 

Design Problem: An abandoned car. A missing family. A world in chaos. What happened here?

Story Proposal: Nature has risen to heal itself from its parasites, eliminating humanity and making way for a new era of posthumanism.

I wanted the player to feel as if they were following the traces of a tragic event, while also feeling small and fragile in a hostile, overgrown world. Discovery and imagination were key words guiding my process. This level taught me the value of having a clear, visible goal to work toward—both for myself during development and for the player navigating the experience.

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2 Days 
Solo

Unity

Github

Miro

2026

THE LEVEL

INSPIRATION & BREAKDOWN

By tracing the family’s escape and visualizing key encounters, I shaped the level’s pacing and player progression.
Worldbuilding

Worldbuilding

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