

For this project, I organized and delegated tasks between my team utilizing Trello, created reference sheets for the various structural and environmental assets, as well as the building the initial blokcout, assembling the final level, and setting up the lighting. Marking my first experience leading the artistic and design vision of a game environment.
The Manor drew inspiration from a Minecraft “Hide & Seek” map I made with members of EMP Studios titled “Spooky Mansion”. Itself loosely inspired by a Clue-Style board with the use of secret passageways to connect one-way rooms with each other. Due to the project’s focus on environment art and asset quality over gameplay mechanics, the level was altered to the primary goal of showcasing the elements made by members of the team. With that being said, the end result does maintain some key spatial zones designed to support player flow and encounters with the enemy NPC. I made the layout in Dungeon Scrawl with all measurements for the layout being made with a power of 2 system.
The central hub and spawn location of the manor. I designed it to be the primary hotspot to encourage player encounters with its large open space containing multiple traversal options, allowing players ease of movement during gameplay. It contains two parallel staircases and a second-floor balcony that can be used to loop and reposition, during encounters.
The second-largest room in the manor, as well as the secondary access point to the second floor. I designed the library as an alternative hotspot to redistribute player activity away from the foyer. Its balcony provides a strong vantage point to the open space below, which can be used for observation or detection by players, while the opposing spiral staircases found in the room enable similar vertical looping to foyer.
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​Platform: MS Windows
Engine: Unreal Engine 5
Genre: Singleplayer, 3D, Mystery
Role: Project Management, Environment Artist,
Level Design
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Description:
The Manor is a first-person mystery game developed as the final project for the Graphics for Videogames III course, taught by Prof. Jonathan Martínez of the Inter American University of Puerto Rico, Bayamón Campus. During the course of two months, I organized and collaborated with four other developers, including Elian Callejas, and Marco Rosado, the other two members of EMP Studios, to assemble a cohesive level environment that showcased our understanding of the art production pipeline within Unreal Engine 5. For these efforts we received the top marks of A in the project.​


