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CGMA · Level Design for Games · 2023

Level Design for Games

A selection of work from the CGMA Level Design for Games workshop. All levels were built using Maya and Unity, with a focus on spatial composition, player navigation, and intentional design decisions at every stage.

Each assignment pushed a distinct design challenge — from open-world navigation and district composition, to combat-driven composition and curiosity-led exploration.

Course Details

CourseLevel Design for Games
InstitutionCGMA
ToolsMaya · Unity
Projects3 Assignments
StatusComplete
3Assignments
2Tools Used
1Course
CGMA Level Design for Games — 2023
Assignments

Three Projects

Medieval Town
01 · Assignment
Medieval Town by the Dam

Open-world town with distinct districts, spatial composition, and local + global landmarks to orient the player.

Canyon Exploration
02 · Assignment
Canyon Exploration

Composition-first design with a brutalist "evil lair" inspired by a German Acid Tower, set into a canyon environment.

Labyrinth
03 · Assignment
Labyrinth Exploration

A curiosity-driven labyrinth built around dead ends and architectural intrigue — every choice should make the player ask "what's beyond this?"

Level Walkthrough
Medieval Town by the Dam — level walkthrough
Assignment 01

Medieval Town by the Dam

This level was designed to be an open world town where the player would spend time doing side quests. My main goal was to create a proper spatial composition with distinct districts and local and global landmarks.

Adding these elements to the level would orient the player and help them create a proper mental map to navigate the space.

↓ Download Medieval Town

Assignment Details

TypeOpen World Town
FocusSpatial Composition
ToolsMaya · Unity
LandmarksLocal + Global
DistrictsMultiple Distinct Areas
Reference Material
PureRef Board
PureRef reference board
Top-Down Layout
Top-down layout
Reference board and top-down layout
Screenshots
In-engine screenshots — click to enlarge
Level Walkthrough
Canyon Exploration — level walkthrough
Assignment 02

Canyon Exploration

This assignment was built around heavy use of reference material. I started by crafting the composition scene visible at the end of the level, then worked backwards.

I wanted an "evil lair" vibe, so I prioritised a building in the brutalist architecture style — inspired by an old Acid Tower found in Germany. A small town built into the canyon and mountains frames the lair and reinforces the composition.

After the composition was set, I added combat areas — each designed with composition in mind. The start of every area offers both a functional view (exits, key level landmarks) and an aesthetically satisfying one.

↓ Download Canyon Exploration

Assignment Details

TypeCombat + Exploration
FocusComposition-first
InspirationGerman Acid Tower
StyleBrutalist Architecture
ToolsMaya · Unity
Reference Material
PureRef Board
PureRef board canyon
Reference board
Screenshots
In-engine screenshots — click to enlarge
Level Walkthrough
Labyrinth Exploration — level walkthrough
Assignment 03

Labyrinth Exploration

This assignment's goal was to create a labyrinth for the player. I wanted to feature a lot of dead ends and places of interest that would spark the player's curiosity.

At every decision point, I wanted the player to think: "What is beyond this?" The design includes a lot of architectural concepts deliberately chosen to provoke that feeling — inviting the player to explore rather than navigate.

↓ Download Labyrinth

Assignment Details

TypeLabyrinth Exploration
FocusCuriosity-driven design
Key FeatureDead ends + intrigue
ToolsMaya · Unity
Goal"What's beyond this?"
Reference Material
Reference Image
Labyrinth reference
Reference material used for the labyrinth
Screenshots
In-engine screenshots — click to enlarge