Astel Games
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Service 05

Level Design

Build playable spaces: blockout, metrics, traversal, encounter pacing, and scripted set pieces. We define camera and combat metrics with the design team first, then iterate in engine with telemetry and playtest notes attached to every revision. Levels ship with scripting, navigation, spawn logic, and difficulty variants wired and documented.

Service 05Unreal Engine 5UnityAutodesk Maya
Level Design — sample production
Level Design
Player metrics
1.8 m capsule, 0.35 m step, 0.5 m vault, jump arc tuned per title
Blockout fidelity
Playable greybox with proxy materials, final art not required
Encounter length
60-180 s per combat beat; 8-20 min per full level pass
Iteration cadence
Weekly playable builds with a telemetry review
What you get
  • Greybox blockouts with traversal metrics, sightlines, and cover placement validated
  • Encounter and combat pacing plans with spawn waves, triggers, and difficulty tuning
  • Blueprints or scripted sequences for doors, elevators, hazards, and set pieces
  • Navigation mesh, spawn points, and AI cover volumes configured in engine
  • Playtest reports with heatmaps, completion times, and death-location analysis
  • Scene dressing passes that match the concept art's lighting and material intent
  • Level design documentation: flow diagrams, metrics sheets, and iteration history
How we run it
01

Metrics and flow definition

02

Paper map and blockout

03

Traversal and combat tuning

04

Scripting and set pieces

05

Playtest, telemetry, and revision

06

Dressing and final polish

Toolchain
Unreal Engine 5 Unity Autodesk Maya Blender Houdini Substance Painter Perforce Helix Core Jira
Related work

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Send the brief, the references and the milestone dates. We will come back with a schedule and named leads.