

Role: Level Designer
Platforms: PC
Engine: Unreal Engine 5
Team Size: 40+
Tools Used: Figma, Whimsical
Links:
As a Level Designer on Mantra, most of my time was spent reworking spaces to test their overall flow, structure, and gameplay. I would play-test areas over and over and fix any minor issues that might arise.
As a Level Designer, I was responsible for:
Canyon level Playthrough
One of my primary responsibilities on Mantra was redesigning a large, open space within the level "Death laser".
This section is simply called "Canyon," and the team was uncertain how to approach this area and make in more engaging.
My objectives were to:
Introduce light combat & traversal elements to make the area more engaging and purposeful.
At this point in the level, the player has just acquired a powerful new attachment for their weapon—its first intended use occurs in this section.
The attachment not only enhances combat capabilities but also enables environmental interaction, such as destroying obstacles.
Once the obstacle is cleared, the player encounters a sizable enemy group that would typically be overwhelming. However, with the use of the 'Death Laser' attachment, the combat encounter becomes manageable, creating a sense of empowerment and rewarding the player for mastering their new tool.