Level Design Work


INVICTA: The Next Queen

Team Size: 18
Role: Level Designer
Software: Unreal Engine 4
Genre: Topdown Soulslike
DevTime: 1 year
Download: Here
INVICTA: The Next Queen is a massive student projectI was lucky enough to work with an interdisciplinary team of 18 people as the main Game & Level Designer.My job consisted on designing and developing three of the game's levels, working them through the paper layout to the blockout, and overseeing the dressing process with the art team.I was also tasked with developing the 3Cs alongside the other two designers, with me leading the design of the combat system.


Adepts Arena

Team Size: 9
Role: Level Designer
Software: Unity 5
Genre: FPS/Imsim
DevTime: 1 year
Download: Here

Adepts Arena is a first person adventure game to be released commercially, where you play as an earth bender fighting a horde of evil robots.I joined the team as the dedicated Level Designer, and during my time with them I built 3 massive story levels, 12 small challenge rooms and 3 different arenas for the game's arena mode.I also played a part in the development and testing of the game's core mechanics, as the players abilities had a much bigger impact on the level design than on a traditional FPS.


SewerBorne

Team Size: 9
Role: Level Designer
Software: Unreal Engine 5
Genre: Extraction Dungeon Crawler
DevTime: 1 year
Download: TBA

Sewerborne is tense, extraction dungeon crawler game, which features gameplay that feels like a cross between Escape from Tarkov and Diablo. I have been working as a freelance Level Designer on the still in-development Sewerborne, working with the rest of the 3 person studio, developing all the individual rooms that make up the game's procedurally generated dungeons.The specifics of the worked asked of me were:

  • Building from the ground up 20 unique rooms, including dressing and illumination, plus several variants of most rooms.

  • Working along the design team to quickly iterate each room, and modify them based on feedback.

  • Provide feedback to the technical designer, improving the dungeon generation algorithm for pacing and dungeon layout.


Temple

Team Size: 9
Role: Level Designer
Software: Unreal 5
Genre: Third Person Exploration
DevTime: 1 week
Download: Here

This blockout is a small project I made as an exercise in mixing organic and man-made environments. The objective was to create a non linear level, mixing areas of a ruined temple with a flooded cavern. This setup also allowed me to explore some ideas with lighting and atmosphere.The gameplay is a classic collectathon. The objective is simply to explore the different areas while looking for 5 out of the 8 cubes and take them to the altar at the end of the temple.The level takes inspiration from a heart-shaped D&D dungeon I designed for one of my campaigns.


Roadtrip

Team Size: 3
Role: Game/Level Designer
Software: Unity 5
Genre: First Person Horror
DevTime: 1 year
Download: Here

Roadtrip is a commercial indie horror game I worked on as a game and level designer.The game was made up of several big, open areas for the player to drive around by car and explore non-lineary. These areas contained smaller closed, linear buildings and spaces that could only be explored by foot and acted as more traditional levels.Along with the level design, I also developed most of the game's narrative, and worked on some of the art, mostly PSX style textures and models.


About Me

I'm Pablo Benlliure, a Spanish Game and Level Designer from Valencia. My interest in game development started long before I had even considered games as something one could build a career around. I vividly remember getting Super Smash Bros. Brawl on my birthday as a kid, and spending more time on the stage editor than playing the game itself. From then, I moved on to creating more complex game experiences in Little Big Planet 1&2, Minecraft, and eventually Scratch, once my school offered some classes, but what really sold me on actually pursuing a life as a GameDev was playing the original Super Mario Maker in 2015.Beyond videogames, I have always been interested in science fiction and fantasy literature, mythology and writing, along with other common hobbies such as music, comics and cinema, but my biggest passion are tabletop gaming and RPGs. I have been a Game Master for years, and can talk for hours about all the classic systems and game worlds, such as Call of Cthulhu, Vampire: The Masquerade and obviously D&D, but above all I love homebreweing my own systems and playing them with my group.