Something in the Water – Devlog 0

// Reading Time: 6 minutes The introductory episode of a devlog series, where I share my creative process, the various challenges, and progress of my surivial horror FPS, Something in the Water.

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Designing a Multiplayer Level from Blockout to Playtest

// Reading Time: 6 minutes A case study documenting the blockout, iteration, and playtesting process behind Cairo – an early multiplayer map for the unreleased project Last Round. This post focuses on readability, pacing, and responding to feedback while designing a competitive level in Unreal.

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#Blocktober: Project Borealis

// Reading Time: 5 minutes The #Blocktober post for my contributions to Project Borealis. Featuring a walkthrough of my design process building the Listening Post map.

Published