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LEVEL DESIGNER

Cameron Hill

I'm a level designer from the UK and I specialize in multiple genres and styles ranging from third person to top down.

My Biggest Project

SET SAIL! - PC / Console - Party game 

MY PORTFOLIO

01

Party Couch Play

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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. 

02

Card Game

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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.

03

Serial Killing 

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Nightmare In Surance 

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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