Mantra

Role: Level Designer
Platforms: PC
Engine: Unreal Engine 5


Team Size:
 40+
Tools Used:
Figma, Whimsical

Overview

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:

  • Redesigning the overall flow and pacing of exiting spaces.
  • Rapidly iterating on designs based on the lead-level designer's feedback
  • Assessing an area's readiness for a level art pass.
  • Work across Disciplines to ensure the smooth and transparent transference of a space's intentions and goals.
  • Work under senior-level designers to assist them with major changes to specific areas of a level as needed.

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.

Gallery