Martin Larsson
LEVEL DESIGNER - GAME DESIGNER - TECHNICAL DESIGNER - PROJECT MANAGEMENT - SECURITY CONSULT
PROJECTS SHOWCASE
OPERATION GREEN DELIVERY (FPS)
Personal project at the game assembly school (2022)
Inspired by: Splinter Cell, Ready or not and Swat
I wanted to make a first-person tactical shooter based on this present day. The goal was to provide a white-box experience that included tactical tools. The project includes level design and simple scripting. Worked with unreal engine 4.
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Developed in 6 weeks
Engine: Unreal Engine 4
Level Design
Whitebox
First Person Perspective
Basic Scripting -
I decided to create a tactical shooter game centered on stealth.
The main objective of this level is to OVERTAKE the enemy that has taken over the school. As you start you begin underneath the school in a culvert, and as you progress you'll meet up with your team. Your squad is placed under an ambush at your meet-up spot, but they haven't realised that yet.
What sounds like an easy in and out operation is now a whole new situation.
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As I have made these areas I had to come up with distinct ideas for every act. The level has been divided into four acts, and to get better control over my work and level flow I have separated the level into four acts, instead of one bigger.
The acts were created based on how I wanted the player to go through the level. I utilized The Game Assembly's layout as a guide in the first act. Outdoor space, Church, Workshop, Warehouse, Residential area, Apartment / University / Office complex were the other areas
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THIRD-PERSON ADVENTURE
Personal project at the game assembly school (2022)
Inspired by: Hitman, northern Italy coast.
This is a third person adventure level that I created as a work sample for my level design internship at Dragons lake entertainment between August 2022 and April 2023.
The set up was:
- Third person, action-adventure style gameplay
- Minimum three objectives. For example reaching an area and as solving a puzzle.
- Implied AI placement
- Implied traversal/agility gameplay (if the player is going to climb a surface show us where the handholds or footholds are placed)
- Cover based combat space/arena
- Puzzle space
- Stealth gameplay
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➤ - Developed in 3 week
➤ - Engine: Unreal Engine 4
➤ - Level Design
➤ - Whitebox
➤ - Third-person Perspective
➤ - Basic Scripting -
You are an assassin. Your goal is to kill your target so that it looks like a suicide. You have been flown in by helicopter and you are an honored guest at the dinner party. (outside the resort). That means the resort is empty of visitors and perfectly positioned to hit your target yacht.
Project mission objective➤ - Find a way in to resort facility
➤ - Find Acces card
➤ - Locate the C4 (mini puzzle room)
➤ - Sabotage the yacht with C4
➤ - Escape resort facility with boat.
Bonus: There are a bonus item under the bar that you can take (mini puzzle room) reward for exploration. -
So my plan was that the player start from the top and then descends. I give the player an early framing of the area and show the desired path to come in to resort facility but it´s a high risk to be discovered. I also made other entrances on the other side for those who want to explore and want to take a low risk to be discovered.
Made a lot of verticality in the level to gain the player height advantage.
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WANT TO SEE MORE ?
There are plenty of different projects showcased, viewable here on my portfolio.
These are divided between the following:
➤ Professinal project
➤ Personal project
➤ Collaborative project
Game and Level designer, recent (2023) graduate from The game assembly, Stockholm.
Looking for Industry opportunities to practice my craft and help me learn and grow.
If you're interested in finding out more about me, my professional experience and my background, check out the ABOUT page, where you can also get in CONTACT with me via email.
Level Design
Design, develop and test functional prototypes of game levels that are consistent with predetermined rules, mechanics, characters and narrative structures.
Technical Design
Scripting in blueprint like gameplay mechanic, Level event like door opens, teleport volum, spawnpoints level sequencer, tools to help level designer etc.
Game Design
Create compelling game content and mechanics for multiple gaming applications, utilizing industry-standard tools and software.
Project management
Set budget, Follow up work, Set project timeline, Work with builder and consultants. Coordinate meetings. Responsibility for the implementation of the project.
World Building & Narrative
Design within the framework of an overall narrative structure to create interesting plots, subplots and gameplay for an area or level.
Security consult
Create Risk and vulnerability analyses Protection zone planning, Strategic security guidance, Administrative support, Door Environmental Coordinator, problem solving.