Game Designer
I am a university Game Design student with a passion for Level Design and experience using Unreal Engine 5 and Unity as well as modding maps.
Movement Shooter | Unreal Engine 5
Nature's Wrath was a project with a focus on teaching the player, readability and implementing game mechanics. I created my own game concept, a movement shooter where the player utilizes 'Activation' and 'Creation' mechanics to alter the environment to their advantage.
ASSETS: This project utilized a number of objects, textures and sounds provided with Unreal Engine 5, Unreal Marketplace and Freesound. Level geometry (ruins, rock-faces etc.) was created by myself with Unreal Engine 5's modelling tools.
For a complete picture of the end result, I have narrated a walk-through of the level, explaining its contents and demonstrating how the game's mechanics work.The cutscene at the begining of the level was voiced by my friend Alistair Blades.
Throughout this project I created 5 main iterations of the level.Each iteration was tested with coursemates and tutors to identify issues with level flow, teaching and readability.
For level diagrams I use shades of colour to show elevation - the darker the colour, the higher the ground in that area.In the diagram for the final section, white numbers and lines are used to represent the order that enemies enter the arena, and from which doors.
Intensity gradually increases as the player is given time to learn the mechanics, with some pauses included to give the player time to explore or rest.
RPG Level Project | Unreal Engine 5
One of my first projects at university was an interior level inspired by the gameplay of Elden Ring. The player navigates a series of servant, guard and noble rooms before descending into the dungeon, where they are confronted by a boss opponent.
ASSETS: This project utilized a number of objects and textures provided with Unreal Engine 5 and the Unreal Marketplace. Level geometry (walls, stairs, arches etc.) was created by myself with Unreal Engine 5's modelling tools.
During this level, the player enters the castle through a hole at the rear of the building.Their objective is the dungeons, but they soon find the door locked, requiring them to explore the castle to find the key, located in the dining hall.With the key they can descend into the narrow passages of the dungeon, which open into a cave.
The general shape of the level remained the same, but adjustments were made to improve the overall flow.
While the overall level remained effectively the same, throughout production some notable changes were made to the layout and lighting which affected gameplay.
Initially the dungeon door was placed on the right wall of the first hallway. Every single play tester walked straight past it, so it was moved to the wall directly ahead to make it more noticable.
Early on these were sparsely decorated, with tables as the only furniture.More furnishings and pillars were added to make the layout more engaging and preventing the player walking from entrance to exit.
The player is naturally led to the right by a torch. A collectable item was placed to the left of the doorway the player enters through, rewarding them for taking a second to examine their surroundings.
Originally the player had to wrap around the top floor and enter the Dining Hall from behind, but walking through a long passage introduced too much downtime, so the way in was relocated.
Moving the entrance to the dining hall while keeping the old entrance as the exit made better use of the space, preventing players from dropping in, collecting the key and running straight back out.
To avoid wasting the player's time a hole was placed in the floor to lead the player straight to the dungeon, rather than forcing backtracking through the whole level.This was also another opportunity for exploration, with a collectable item being placed beyond the hole in the floor, rewarding curious players that jump past it.
Collaborative Project | 2D Platformer | Unity | GitHub
Baking Bedlam was a collaborative project where my primary role was level design, creating the first two levels of the game which introduced players to the game's world and taught them basic mechanics.Credits - All art shown here was created by Tamar Birkett and Robin Howard, scripting was Shristi Bhandari, and royalty-free sounds were gathered from online sources by Harry Pearson.
In Baking Bedlam the player takes the role of a baker who shrank when attempting to put magic into his products.For the first two levels the player only has access to movement mechanics, requiring them to navigate their way around danger.
Begins with a safe learning environment to help the player learn the metrics of movement, before introducing a sink as the first environmental hazard.
A raging oven fire blocks the player's path, injecting a sense of jeporady and making them find a way to climb upwards.Alternates between dangerous areas with stationary mousetraps and patroling cookies, to safer platforming sections.Health pickups are placed regularly to provide a forgiving learning experience.
This level's intensity was measured on a scale of 1-5, with 5 being the most extreme situations that a full version of the game would contain.1 - Mousetraps
 2 - Downtime
 3 - Oven fire, platforming
 4 - First Cookie
 5 - Platforming and third Mousetrap
 6 - Second Cookie
 7 - Shelf platforming section
 8 - Final shelf and Mousehole
2D Shooter | Unity
Enginesmith was my 2nd Year Semester 2 project, featuring a medieval-fantasy-themed tank with randomly unlocked equipment and upgrades, plus six zones full of destructible environments to play through.The game is available to download and play on Itch.io Here.Attribution - All audio assets were downloaded from Freesound and Pixabay, and have been attributed Here. All sprites and tilesets were made by myself.
The core gameplay loop is simple; enter a zone, fight a wave of enemies, and earn scrap and blueprints with which to upgrade your tank between zones. If your tank is destroyed, you lose everything and start again.Each zone has randomly spawning Caches that drop scrap, repair packs or blueprints to encourage exploration during downtime, and there are no dead ends so players can make full use of an arena without getting trapped.
Level 1 focused on natural environments, showing the player's path from their concealed hideout, through overgrown wilderness, and gradually towards ruined civilisation.The first zone started as one main path, with a side road being the main one - this wasn't very intuitive so it was switched to a crossroads where the critical path was clearer.Second a forest - players didn't use the upper or lower areas, so clearer paths that looped into eachother were added.Third, two sections split by a river - the split paths weren't clearly connected, and it was a bit plain, so an extra path was added with more buildings.
To contrast the previous level, this one featured a more structured city environment with lots of buildings for destructible environments, stone walls for persistant blocking, and explosive crates as hazards.Zone 1 uses a Dock with wide paths and a handful of buildings to ease players into the different environment. Stone buildings and more docks were added to allow more space for enemies to spawn.Zone 2 then ups the number of structures, with only a couple of looping paths. Originally there was far too much space, so a section was removed with some buildings converted to stone.Originally the level started with an open outskirts area with only a few structures, but this didn't fit well with the rest of the level and was swapped out for the current Zone 3 - a castle which instead puts the player in a tight, less destructible area for more intense combat.
To avoid breaking the flow of gameplay, tutorials were made to be quick, simple and skippable, delivered through text pop-ups outside of combat.Basic movement and shooting is taught at the start in a skippable tutorial section, based in the player's hideout.Beyond this, only a handful of pop-ups appear, such as when the player finds their first Item Cache and Workshop, and their first Explosive Crate.
Dawn of War 3 | Essence Engine
Divided Keep was the first ever map designed for a Free For All mod in the Real Time Strategy game Dawn of War 3. It was made in the game's custom World Builder, utlizing pre-made assets as well as texturing and atmosphere tools.Available on the Steam Workshop.
The map is divided into six equal segments, with a central area that enables multi-sided battles.Every player has access to resource points inside their base, but not enough to sustain them for a whole match.The most valuable resources, which speed up the deployment of powerful units, are in the highly contested centre-ground.A destructible gate is placed between each base, allowing players to strategically open an additonal route between themselves and an opponent.
Play testing was done with members of the community, and the layout was iterated until I found something that fit a game designed and balanced around two teams.I also had to navigate game's maximum map size, considering how to give every player equal space without forcing them into a small area.
Matches of this scale are difficult to capture in full, so I've compiled clips from a player's perspective and the game's replay viewer to provide some idea of the type of gameplay that occurs across this map.
Dawn of War 3 | Essence Engine
Lost Hope is an 8 player map from Dawn of War 1 which I remade in Dawn of War 3. Its development involved reimagining the areas of the map to inject some originality and adjusting the layout to fit within the sequel's game modes and mechanics. All assets were provided alongside the game's custom World Builder.Available on the Steam Workshop.
Resources are positioned to encourage players to explore the furthest reaches of the map, with the greatest quantity towards the south (bottom-right).A deployable bridge in the north (top-left) provides a far-out flank route but deters heavy commitment.Power Core objectives are placed on either side of the teams' bases, with another path through the middle protected by both turrets.Cover is placed at three strategic points to assist in defending far-out locations without interfering with the central battlefield.
I experimented with combinations different objects, textures and decals as well as using splines, creating detailed scenery that matches the mood original level while making it something of my own and going beyond what was possible in the older game's engine.
The layout is largely the same, but each location was reimagined with more varied texturing and more complex structures that set them apart from other areas.
I adjusted the map to accommodate two game modes.Power Core - A MOBA-esque game mode where players destroy the opposing Shield Generators, Turrets and Power Core.Annihilation - Destroy all of your enemy's structures.
Theoretical Level | Hero Shooter | Unreal Engine 5
Overwatch does not have any public map editor tools, but as a long time fan of the series I wanted the opportunity to theory craft what I could create for the game, prompting this Unreal Engine 5 project centred around the Deathmatch game mode.
Set in Germany, inspired by the maps Black Forest and Eichenwalde.If Blizzard published community map making tools, the level would be made using the existing assets from these maps.
There are no dead-ends, so players will rarely be trapped with nowhere to go.Jump pads offer extra mobility for Heroes with limitted movement.The central area is a danger zone, with water that players cannot survive in and little cover, discouraging but not preventing passage.
Throughout the whitebox Health, Jump Pads and Spawn Points have been represented as shown on the left.To fit the size of Tank Heroes in Overwatch, all spaces and doors were designed to accommodate large characters.Areas of high-ground for snipers that gives strong but limitted sight-lines.The deep water in the centre creates opportunities for heroes with knock-back abilities to get environmental eliminations.
The level is moderately sized and split into four main areas - the ruin, the cliffside, the caves and the central river.Each section is connected to several others, giving players freedom to reach any specific point with ease.

My first experience with level design was as a kid, back when my dad modded Quake 3 and Unreal Tournament 2004. I remember watching him making a four-team Capture the Flag map and I loved the idea of being able to create something that you and others could play in your favourite games, so tried it myself.Fast forward and I moved on from my first level (a box with two other boxes in it, I was very proud) to working with other community members to make maps for games like Dawn of War 3.Now, at the age of 25, I'm studying Game Design at York St. John University (UK), where I've learned more about engineering engaging experiences for players and how to work on a project with a team.
- Video Games (favourite: Sekiro!)
 - Dungeons and Dragons
 - Warhammer 40k
 - Reading
- Holistic Design Approach
 - Iterative Design
 - Visual Scripting
 - Clear Documentation
- Unreal Engine 5
 - Unity
 - GitHub
 - Adobe Photoshop
Email: [email protected]
 Bluesky: @jpatrickhesbrook.bsky.social
 LinkedIn: J Patrick Hesbrook