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.
Level Design — sample production
- 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
All work
Recent deliveries in this discipline.
Need this scoped for a real project?
Send the brief, the references and the milestone dates. We will come back with a schedule and named leads.