Level Designer

General
Gimmy


process

Of designing a level

Level design

Projects


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Projects


About me

Hi, My name is Gimmy. I've been leading level design at Eluant Studios since 2020 and have created several projects which I had lots of fun producing with the team. I've always been fascinated with how video games find clever and innovative ways of subtly guiding players through their worlds, that's what I love the most about my job, how when level design is done properly it all fits together like a perfectly tailored jigsaw puzzle of rooms corridors and cover placements.


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Gardens of neglect

With Verylyfeless and antison

Take care of a garden full of various tasks that get more chaotic as time goes on, don't neglect it for too long because things may get a little hairy. We created this map during the Yeggs spring map jam 2022 with VeryLyfeless and Antison. I was responsible for the level design in our group.

The level

Each type of task is clumped together into one distinct looking area to make for easier mental mapping. For example all the flower tasks are in the area with the brown ground and little vegetation, while the animal related tasks are in the area with the luscious bushes and trees.

Lobby layout

The lobby is designed to make you go through the tutorial when spawning, then pass by the settings area and looking at the credits before exiting the house to start the game. (The red line) After the first game is played a door to the left opens and the scores area is unlocked. (The blue line)

Out of bounds

The surrounding area is very important to make the level feel like a real place, this map has cool lore details explaining why things are they way they are and little tricks like the objects in the distance being physically smaller to give a feeling of forced perspective, while making it clear to the players that it's not an accessible area.

Reflection

I would make some parts of the map more readable, like the shed would be more noticeable, I would also like to make each part of the map way more distinct and unique. Another great feature to keep in mind if I were to do this project again would be to design it with multiple maps in mind for an extra layer of content.

CTF Battle Arena

This arena was created for the Noxsquad SMP as a battle minigame where you need to capture both of the other teams flags. It unfortunately was never built on the server but it was an excellent learning experience.

The level

Across the map are several lines of chokepoints where both teams will meet, these need to be broken through by the attacking team to advance to the capture points which are hidden from the path of the defenders while they seem like the natural way for the attackers to go, to help the attackers there are single use harming potion dispensers at areas where things might get stale.

Lobby layout

Before dropping into the game the players pass by the essential stuff like gear and spawnpoint, when dropping they are given a choice between going left or right and all sightlines from the outside are broken so there is no way to damage the players in the drop zone to prevent spawn camping.

Landmarking

There are big and small landmarks around the map alike, for example the statues which can be seen from anywhere around the map. Landmarks like this are very useful for coordination and mental mapping for the players.

Reflection

I would probably make each side of the map more distinct (eg: making different types of trees on each teams side),
The map should also be less symmetrical and make a tad bit more use of the target mechanic in more unique ways.

Battlebox

As a fan of the Noxcrew, I decided to create two levels for one of their minigames from the event MC Championship as a side project. It was a really fun learning experience coding and building this game over the span of a week. Each one of these maps is designed to be a vastly different experience and usually tests one type of skill.

Missile

The level is themed around a missile launch site and it tests the player on how well they can use a bow and dodge arrows due to the openness of the capture point, what makes this map unique is it's simultaneous support for close range and short range combat.

Pyrgos

This level is set in a Greek village and tests the teams ability to provide support to the people attacking the point with the various vantage points and ability to rotate and jump in quickly.

Foregone

Foregone is a level designed for a Counter Strike like game designed in 2019 called Precious Emerald. There are two teams (Elves and Ninjas) the ninjas need to plant the emerald at one of the sites while the elves need to stop them from doing so. Although the way it differs from CS is that there are classes with special abilities on each team and you can constantly respawn throughout the round.

Level layout

The layout is quite simple, there is multiple connecting pathways and teleporters to every single clashing point insuring that you can always surprise the enemy. I have also made sure that the defenders get to the sites about 5s before the attackers so they can setup positions. This is the perfect amount to setup but also avoid dead time where the defenders may get bored standing around doing nothing or ever start pushing the attackers themselves.

Winged

By eluant studios

Grab an aircraft and shoot down your opponents while soaring through the open blue cartoony tropical skies. Beginning work in September of 2021 with a small team of about 6 people we worked away for about a year to make this map, I personally was the build lead.

Obstacles

Speed boosting hoops are positioned around the map as a guide and to get players to important places faster, clusters of air bombs are positioned near them as they are usually regularly visited areas. There are also more stationary things like holes in the terrain players can fly through and airships.

Lobby layout

When the player spawns in they are put on a high vantage point overseeing the entire lobby so they can make a clear mental map quickly, while the control panel is slightly raised to bring more attention to it. When players enter the team doors they walk through a tunnel that leads to the base areas.

Reflection

Bigger and more expressive islands, Make each half of the map more unique, for example, the green side would be full of pipes machines (decorations) and have a more industrial feeling while the yellow team would have a more wooden/steampunk style (warmer colors, cogs as decorations, etc) all this while still keeping the map in one consistent theme.

Fishing game

Catch as many fish as possible, progress through the various biomes and sell them to the restaurant for money. This project was started in early 2022 for Dominexis' mapmaker bootcamp team but the project ended up being cancelled.

lobby layout

When you enter the restaurant you will be greeted by a (currently placeholder) sign telling you where to sell and where to buy things, there is also a quest master on the top floor for the players to discover.

the level

Not only does each biome have a distinct palette and features but they also get more difficult the higher up you go. Knowing this, I've given the player the ability to choose their own difficulty using shortcuts.

Reflection

This level could very well use a tad bit of scaling up and more distinct structures other than the base terrain. I would also probably add more readable and easier to see progression gates inbetween the areas.

Bone to pick

by eluant studios

Sit around a campfire and wait for your turn to stab your friends in this duck duck goose-esque game. Me, TroojaObene and Antison made this map over the span of a week. This project was when I began experimenting with new styles of building.

the level

The level is incredibly simple with it dabbling as the lobby as well. Although it has a simple design, for easier hunting there are still rocks, bushes, and other obstacles to out maneuver your opponents. Another notable thing is that the foliage and props create a clear outline of where the playable area is.

Reflection

Honestly this map is good for the most part, although I would make it bigger and add more hiding spots, it will fit in with its gameplay much much more!