Exodus
Level- & Game Designer


My Role
During the project I worked as a Level Designer and was responsible for designing and building one of the three levels in the game from start to finish. My work included creating the initial blockout, designing the gameplay layout and player flow, implementing enemy spawn encounters, designing player tasks and objectives, and finishing the level with final set dressing and gameplay polish. I also designer the main Player combat and movement mechanics and Enemy behaiviors.
Role
Description
Exodus is a tactical escort shooter where players protect a civilian convoy from an invisible demonic threat. Players switch between fast normal vision and a slowed demonic state that reveals enemies and enables combat.
The project was developed in a team of 9 people over 10 weeks.
Year
2025
Genre
First Person Shooter
Platform
PC
Engine
Unity
Level Design Process
The level started with a drawing and blockout phase where I focused on establishing the main gameplay spaces and the general layout of the level. At this stage the priority was not visuals but gameplay clarity. I worked on defining the scale of the spaces, the main traversal routes, and the sightlines that would support combat and player navigation. Since the game revolves around escorting civilians, it was important that the layout naturally guided players forward while still creating areas where encounters could happen.


Enemy encounter design was particularly important because enemies are invisible during normal vision. This mechanic encourages players to actively switch between vision modes. Enemy spawn locations were placed in positions that would surprise the player without feeling unfair. Encounters were designed to create moments of pressure while still allowing players to react and protect the convoy. Through playtesting these encounters were adjusted to improve difficulty balance and pacing.
After the basic layout was established, I focused on the gameplay flow of the level. Escort missions can easily become repetitive if the player is simply moving forward without meaningful interaction. To avoid this, the level was structured to create a rhythm between movement, tension, and combat encounters. Some sections allow players to move safely with the convoy, while other sections introduce enemy encounters that interrupt the flow and require players to react quickly.
To keep the escort experience engaging throughout the level, I also implemented smaller gameplay tasks and interaction points. These moments helped break up longer escort sections and created additional player engagement beyond simple movement and combat.
Once the gameplay structure of the level was working, the final stage was set dressing and polish. The goal during this phase was to improve visual readability and navigation. Environmental details and landmarks were added to help players orient themselves within the level and to reinforce the atmosphere of the environment while maintaining gameplay clarity.









Playtesting and Iteration
Playtesting was an important part of the development process. Early versions of the level revealed pacing issues in some encounter sections and moments where players felt overwhelmed. Based on feedback, enemy spawn timing and placement were adjusted, and additional cover and spacing were introduced in certain areas. These iterations helped improve the overall flow of the level and created a more balanced escort experience.




Key Learnings
Working on Exodus helped me develop a deeper understanding of designing levels around a specific gameplay mechanic. The project highlighted the importance of pacing in escort-based gameplay and how encounter placement can influence tension and player decision making. It also reinforced the value of playtesting and iteration when balancing difficulty and improving player flow. Additionally, the project provided experience working within a team environment and collaborating with other disciplines during a structured development timeline.
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