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GAME DESIGNER / LEVEL DESIGNER

Cameron Hill

I'm a Junior Game Designer from the UK, passionate about creating engaging and innovative gaming experiences. 

Gameplay from my most recent game!

DERAILED - Cave Boss Level 

Jess Darling,

Game Design Lead (Kwalee)

I had the absolute pleasure of working with Cameron for a year in my role as Game Design Lead, where he joined the Mobile Publishing team as a Junior Game Designer and worked on titles like Derailed: Survival Adventure.
 
Over that time, Cameron showed a huge amount of growth and quickly became a real part of the team. He consistently came up with creative, player focused ideas and wasn’t afraid to speak up or lead discussions when he had a strong point to make. He also gave thoughtful, detailed feedback that made collaboration really easy, and he worked well across different teams, jumping in with programmers and other departments whenever needed.
 
I was especially impressed with his work on Derailed. His design instincts, balancing decisions, and ability to iterate quickly using tools like Balancy, Figma, Unity, Sheets, and Jira had a noticeable impact on the quality of the game. He picked things up fast and steadily improved his deliverables, earning respect from everyone he worked with.
 
Cameron takes initiative, isn’t shy about suggesting improvements, and genuinely helps push projects forward, making levels fast. I have no doubt he’ll continue growing into an excellent Game Designer, and any team would be lucky to have him.
 
I’d happily recommend Cameron for any game design role he’d be incredibly valuable addition to any studio.

MY PORTFOLIO

01

Casual Mobile Action -Adventure 

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Kwalee

Junior Game Designer

Derailed is a casual action-adventure mobile game set in a post-apocalyptic world where players explore tile-based environments, harvest resources to progress a linear questline, interact with unique characters for mechanics like crafting and trading.

What I dId: 

  • Drove development during spirnts from ideation to execution.

  • Detailed and presented comprehensive Game Design Documents (GDDs) for multiple sprints, used by different departments. 

  • Every level in this game, I have either designed from the ground up or updated. 

  • Developed a complete live operations event, with levels, narrative, questline, and monetization features 

  • Used Figma to create visual mock-ups to deliver feature ideas.

  • Guided strategic direction through competitor research and team brainstorms.

  • Executed design implementation using Unity, facilitating a seamless workflow and open communication channel with the programming team.

02

Match 3 

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Kwalee x Infinity Games

Junior Game Designer

Pack & Match is an endless-level Match 3 game featuring a distinctive art style, where players complete character-specific objectives for rewards as they progress.

What I did 

I created an approved feature presentation for this game that was not implemented because the partnership between Kwalee and Infinity Games abruptly ended due to financial difficulties.

03

Party Couch Play

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Dragon Scale Studio (Student)

Lead Level Designer and Narrative Designer

Set sail is a pirate party couch play game inspired by games like Overcooked and Sea of Thieves. ​

Design Goals/Aims:

  • Create a Fun party game that lets player live their pirate fantasy.

  • Design levels to cater for 4 players and reinforce gameplay without hindering key aspects like Exploration and communication. 

  • Make each level feel unique and different, whilst keeping the main pillars of gameplay present. 

Learning Outcomes:

  • Learnt how to create a dynamic level which delivers on making communication a vital characteristic. 

  • Gained valuable experience in creating levels designed around multiple players.

  • Understood where we made mistakes during the process of making the game and how scope is essential to making larger games. 

04

Card Game

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Student Project x Tiny Rebel Games

Level Designer and Narrative Designer

Tarot Fiasco is a third-person exploration, first-person card battle game.

Design Goals/Aims:

  • To create a memorable narrative experience, which is supported by the level design

  • To make exploration an main part of this experience by rewarding players who explore.

  • Make each level tell a certain story and allow the player to soak up all the narrative points 

Learning Outcomes:

  • Gained a much better understanding on how to create level and make them intriguing, as well as dictating the player's path with a fixed camera angle.

  • Valuable experience of working with a client brief and working towards a strict deadline to create a unique game, that makes us standout among the rest of the class.

  • Developed my communications skills as we worked with a large team of 10,  from multiple departments.

05

Serial Killing 

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Nightmare In Surance 

Student Project

Lead Level Designer

Nightmare in Surance is a Fast-Paced Top-Down Strategic Serial Killing game. With an 80s neon synthwave art style 

This game has an over-the-top sense of humor 

Design Goals/Aims:

  • Develop the game with the whacky, fun and quirky style we initially planned and keep that at the heart of it. 

  • Use level design in a way that rewards players who are strategic but doesn't hinder too much, players who are more head first into danger.

Learning Outcomes:

  • Developed my lighting skills and gained a deeper understanding on the lighting tools available in Unreal. 

  • Making levels for the top down genre, and how the level design can be used in a different way to direct the player towards certain areas of interest.

SIDE PROJECTS

These are some of the things I have been working on in my spare time. Projects like levels or script writing.

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NON-PLAYABLE LEVELS

Level design is a big part of games design and ultimately a big part of every game, from the gameplay to the narrative and as Totten once stated,

"level designers can utilize the unique opportunities games present both to convey precreated stories with their levels and to allow opportunities for players to create their own stories through gameplay." (Totten, 2014, P.56).

So, level design is a vital tool to a game's designer, if it is making certain parts of a game or reinforcing other aspects, for example level design can be used to deliver key parts of the game’s narrative. However, can it be the most useful tool used by games designers to tell the narrative to the player? That is the debate my dissertation will be exploring as I want to know what is the best and most efficient way to deliver the game’s narrative. A part of level design I will be taking a dense look into is environmental storytelling as many games use this part of level design to allow the player to soak up lots of narrative information, whether it’s about the main story or stories the player can make up themselves. One of the reasons why environmental storytelling is so important is that it’s used in most media, if its films or literature and even in the real world, for example a castle ruin creates the image of how a once a tremendous structure had fallen.

MY DISSERTATION

Can Level Design be the most crucial factor in delivering the game’s narrative?

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