<< BACK TO PORTFOLIO

AXIMA (ZYNDRAX)

2025 – PRESENT  |  CONTRACTED LEVEL DESIGNER  |  UNREAL ENGINE 5

Contracted level design on Axima — a fast-paced open-world monster tamer with 100+ creatures and multiplayer. Designed hand-crafted level blockouts, decorated scenes, and traversal-based puzzles for the Ruins area. Also built custom level design tooling that made the workflow significantly more efficient.

>> WISHLIST ON STEAM (opens in new tab)

// GAMEPLAY_VIDEO

// KEY_RESPONSIBILITIES

PLANNING & LEVEL BLOCKOUT

Designed the full Ruins area from concept map to blocked-out, playable geometry in Unreal Engine 5. Translated exploration and pacing goals into spatial decisions — establishing sight lines, chokepoints, and traversal routes before any environmental art was placed.

LEVEL DESIGN TOOLING

Drafted custom level design tools to speed up the environmental art pass — procedural walls built from static mesh instances, scalable decals, and tileable textures. These tools masked seams in the provided asset library and made iterating on the level significantly faster and cleaner.

TRAVERSAL PUZZLE DESIGN

Designed traversal-based puzzles integrated into the Ruins layout to support Axima's exploration loop. Each puzzle was built around the game's movement system and paced to give players moments of discovery and reward without breaking flow. [ADD YOUR SPECIFIC PUZZLE DETAILS HERE]

// LEVEL_DESIGN_BREAKDOWN

01 —

INITIAL SKETCH

Planned the Ruins layout in Aseprite before touching Unreal — two separate layers because the upper and lower sections of the ruins overlap spatially. Working flat first let me map the full traversal logic without the noise of 3D geometry getting in the way.

Initial Ruins sketch in Aseprite, two-layer overlap layout
02 —

ANNOTATED SKETCH

The main patch traces the intended player route as a loop — entering low, sweeping outward, and returning elevated. The circular flow minimizes backtracking while letting the player read the same space from multiple angles as they progress.

Annotated Ruins sketch with player route marked as a loop
03 —

LEVEL BLOCKOUT

Rough geometry only — no art, no decoration. The blockout locked in traversal feel, scale, and sight lines before any environmental work began. Every pacing and verticality decision was made here, so the art pass had a stable foundation to build on.

Ruins blockout overview, grey-box geometry Ruins blockout interior, traversal paths visible
04 —

VERTICALITY

Progression moves upward throughout the Ruins. Secrets and side passages were kept at or below the player's current elevation — reward-seeking never punishes forward momentum. Progress doors and stairs exclusively lead up, so players always have a spatial read on where they are in the arc.

Cross-section showing upward progression through the Ruins Side passage at equivalent elevation, below main progress route
05 —

GOLDEN LIGHTING, BREADCRUMBS, SECRETS

Architecture, lighting, and prop placement guide the player's eye toward the intended route without explicit waypoints. Secrets are hinted at through deliberate breaks in visual rhythm — a gap in a wall, a slightly different texture — rewarding curiosity without telegraphing the reward outright.

Leading lines in Ruins architecture directing player gaze Breadcrumb props and lighting marking the intended route Secret passage hinted at by a gap in the ruin wall
06 —

BEFORE / AFTER

The same area before and after the environmental art pass. Traversal geometry and spatial design are unchanged — the art pass adds material variation, atmospheric read, and visual interest without touching any of the underlying design decisions.

Ruins area before art pass — raw blockout geometry Same Ruins area after art pass — dressed with environment art
07 —

VISUAL CUES — PUZZLE HINT USING LIGHTING

Lighting doubles as puzzle instruction. A single directed light source draws the eye to the interactive element before the player consciously registers why. The solution becomes intuitive before it becomes explicit — no UI, no waypoint, just the environment doing the teaching.

Directed light drawing attention to puzzle interactive element Puzzle solution revealed — lighting logic confirmed by player action

// SCREENSHOT_LOG