Level dESIGN portfolio

About Me / Level Design

Core Skills: Iterative Cycles, Low-Poly Asset Creation, Blockout Prototyping, Narrative Alignment, Branching Routes, Level Art Implementation, Tailored Visual Documentation, Version Tracking

Software: Unreal Engine 5, Blender, Figma, Miro, Google Docs & Slides, Adobe Illustrator, Adobe Photoshop, DaVinci Resolve

Language: Bahasa Indonesia (Native), English (Proficient)

Links: Portfolio (.pdf) | linkedin.com/in/nurhasanahumar

With a multidisciplinary background, I build levels for end-to-end game production that ensure seamless implementation of game mechanics, narrative, and level art within production constraints. I won’t hesitate to “kill my darlings” if it makes the game better.

Experience: Product Designer (B.Des), 3D Environment Artist, Graphic Designer, Videographer, UNICEF Mentor

SOLO PROJECTS SHOWCASE

Concept: A survival detective game with fundamental moral conflict from layered psychological narratives, dark atmospheric exploration, and unexpected combats in two worlds

Genre: Third-Person Shooter, Mystery, Thriller, Psychological

Production Time: Dec 2025 - Jun 2026 (Developed in parallel with the project's Game Writing)

Output:

  • Narrative & Writing: 11-Page Character Bark Sheet, 30-Page Screenplay, Character Relationship Flowchart

  • Design Documentation: 17-Page GDD, 12-Page LDD, One-Pager, Level Design Matrix, Architectural & Asset Database (Miro), Level Flowcharts, Game Beats, Beat Charts, Mission Flows, Bubble Diagrams

  • Gameplay & Visuals: 31-Min Blockout Gameplay, 12-Min Level Art Walkthrough, Blockout & Art Pass Render Galleries

Key Features: Immersive atmosphere, diverse gameplay flow with rich worldbuilding, unpredictable transition into combat inside the nightmares, moral conflict against a kid’s innocence

Role: Level Designer

Software: Unreal Engine 5, Blender, Miro, Figma, Google Slides, Adobe Illustrator, Adobe Photoshop, Clip Studio Paint, DaVinci Resolve

Responsibilities:

  • Created an architectural database in Miro using an interior design journal, analysis of office tour videos, and Gemini data for reference

  • Established a size-accurate level design matrix with visualization and text-based formats to establish consistent scale across all levels

  • Designed a 3-story corporate interior level optimized for low-light TPS combat, exploration, and search objectives

  • Applied architectural principles to rapidly iterate diverse interior layouts and spatial flow during the early ideation process

  • Developed a complete corporate level from concept to final level art with distinct areas within limited free resource packs

  • Authored a comprehensive LDD including a level design matrix, area flowcharts, top-down layout with legends, narrative pacing, golden path, and scene breakdowns

Concept: A dark escape-exploration game with immersive narrative investigation through the eyes of a child escaping abduction revolves around a satanic cult and human trafficking loop

Genre: Mystery, Suspense, Psychological, Drama

Production Time: Oct 2024 - Dec 2025 (Developed in parallel with the project's Game Writing and 3 other solo projects across Level Design & Game Writing)

Output:

  • Narrative & Writing: 3-Page Character Bark Sheet, 35-Page Screenplay, Worldbuilding Flowcharts, Character Relationship Flowchart, Narrative Timeline

  • Design Documentation: 13-Page GDD, 10-Page LDD, One-Pager, Level Flowcharts, Game Beats, Beat Charts, Mission Flows, Visual References

  • Gameplay & Visuals: 8-Min Blockout Gameplay (1.6x Speed), 9-Min Blockout Walkthrough, Blockout & Art Pass Render Galleries

Key Features: Tactical hide-and-fight gameplay, connecting clues to uncover stories, atmospheric storytelling, emotional and psychological explosion

Role: Level Designer

Software: Unreal Engine 5, Blender, Figma, Google Slides, Adobe Illustrator, Adobe Photoshop, Clip Studio Paint, DaVinci Resolve

Responsibilities:

  • Rapidly developed 6 blockouts in 6 days using Blender and Unreal Engine 5 for Blocktober 2024 on X (Twitter)

  • Constructed a massive gothic church featuring 28 distinct areas using an architectural modular asset pack

  • Established distinct navigation paths, sightline blocks, and layout variation to prevent visual repetition with limited assets

  • Researched and adapted real-world historical sites into an original church layout with grounded spatial flow and historical tone

  • Facilitated high-tension stealth gameplay through interconnected corridors, strategic hiding spots, and navigational blocking

  • Designed a 3-act mission structure that acts as a navigation guide to explore areas and discover hidden lore

Concept: A fan project spin-off of Control by Remedy Entertainment. A cinematic adventure with crime investigation flashbacks, delivered from the perspective of a grandfather with photographic memory and mental illness

Genre: Detective, Story-Rich, Suspense, Drama

Production Time: Apr 2024 - Dec 2025 (Developed in parallel with the project's Game Writing 3 other solo projects across Level Design & Game Writing)

Output:

  • Narrative & Writing: 2-Page Character Bark Sheet, 30-Page Screenplay, Game Deconstruction & Narrative Analysis, Worldbuilding Flowcharts, Character Backstories, Character Relationship Flowchart, Narrative Timeline

  • Design Documentation: 13-Page GDD, 10-Page LDD, One-Pager, Level Flowcharts, Game Beats, Beat Charts, Mission Flows, Visual References

  • Gameplay & Visuals: 5-Min Level Art Gameplay (1.6x Speed), 3-Min Blockout Walkthrough, Blockout & Art Pass Render Galleries

Key Features: Layered Dual-Timeline Investigation, atmospheric nostalgia in present time, re-living nightmares into madness, the illusion of safety

Role: Level Designer

Software: Unreal Engine 5, Blender, Figma, Google Slides, Adobe Illustrator, Adobe Photoshop, Clip Studio Paint, DaVinci Resolve

Responsibilities:

  • Implemented level art featuring dense foliage and cinematic lighting at a stable 120 FPS on high scalability settings in Unreal Engine 5

  • Iterated, analyzed, and refined three blockouts and rendered art phases with different environment themes

  • Facilitated a dual narrative timeline through designated areas that transition the player between past and present eras

  • Implemented conflicting themes of mundane vs. anomaly through environmental blockouts, encounter areas, and atmospheric design

  • Sculpted multi-layered mountain terrain with clear sightlines and navigation paths to facilitate emotional narrative cutscenes

  • Translated complex narrative data into applicable beat charts, game beats, and mission flows to streamline level implementation

Concept: A branching survival game entwined with supernatural powers, fast-paced combat, and dark psychological depth of Indonesian culture, designed for memorable replayability

Genre: Third-Person Shooter, Mystery, Action, Choice Matters

Production Time: Mar 2024 - Nov 2025 (Developed in parallel with the project's Game Writing and 3 other solo projects across Level Design & Game Writing)

Output:

  • Narrative & Writing: 4-Page Character Bark Sheet, 42-Page Screenplay, Character Backstories, Character Relationship Flowchart, Narrative Timeline

  • Design Documentation: 14-Page GDD, 10-Page LDD, One-Pager, Branching Level Flowcharts, Game Beats, Branching Beat Charts, Branching Mission Flows, Visual References

  • Gameplay & Visuals: 8-Min Level Art Gameplay (1.6x Speed), 4-Min Blockout Walkthrough, Blockout & Art Pass Render Galleries

Key Features: Interconnected gameplay & story, mysterious voice manipulating monsters, burden of leadership, powerful yet powerless combat

Role: Level Designer

Software: Unreal Engine 5, Blender, Figma, Google Slides, Adobe Illustrator, Adobe Photoshop, Clip Studio Paint, DaVinci Resolve

Responsibilities:

  • Designed three branching routes with distinct POIs, explorable areas, mechanic utilization, combat approaches, and varied difficulty scaling

  • Tailored spaces for telekinesis and TPS combat with destructible props, varied combat cover, and navigation paths across all level areas

  • Documented branching layouts and gameplay through custom level flowcharts, game beats, mission flows, and beat charts in Figma

  • Utilized pre-made modular building assets to construct an outdoor city level with multiple entry points and spatial choke points

  • Optimized blockout performance by creating custom low-poly blockmeshes, reducing total vertex count by 99% across 55 assets

  • Created a level connecting full nature areas and dense urban city spaces within one cohesive visual theme

Concept: A survival detective game interwoven with deep depth of Indonesian culture, wrapped in layered narratives, eerie combat, and dark-psychological atmospheric gameplay

Genre: Third-Person Shooter, Mystery, Thriller, Psychological

Production Time: Jan 2024 - Oct 2025 (Developed in parallel with the project's Game Writing and 3 other solo projects across Level Design & Game Writing)

Output:

  • Narrative & Writing: 3-Page Character Bark Sheet, 30-Page Screenplay, Worldbuilding Flowcharts, Creature Life Cycles, Character Backstories, Character Relationship Flowchart

  • Design Documentation: 14-Page GDD, 10-Page LDD, One-Pager, Level Flowcharts, Game Beats, Beat Charts, Mission Flows, Visual References

  • Gameplay & Visuals: 6-Min Level Art Gameplay (1.6x Speed), 4-Min Blockout Walkthrough, Blockout & Art Pass Render Galleries

Key Features: Immersive atmospheric terror, intense combat under hallucination, digging information from the past, descent into madness

Role: Level Designer

Software: Unreal Engine 5, Blender, Figma, Google Slides, Adobe Illustrator, Adobe Photoshop, Clip Studio Paint, DaVinci Resolve

Responsibilities:

  • Translated narrative into ready-to-use visualized game beats, mission diagrams, and technical beat charts in Figma

  • Executed level art in accordance with the visual theme to seamlessly shift the mood between bright exploration and low-light gameplay

  • Built a 2-story police station blockout with clear distinctions between two visual themes for seamless level art polish

  • Designed backtracking missions that recontextualize existing spaces with a new gameplay focus and thriller encounters

  • Established an iterative end-to-end level design pipeline within limited resources that allows implementation up to level art and gameplay

  • Produced complete gameplay proof-of-concept videos with synced audio, narrative, and level art inside DaVinci Resolve

Agate academy: Blacksad under the skin (fan remake)

Concept: Adapted a choice-based video game into an illustrated physical book and Twine prototype as a final project for a Game Development 101 course at Agate Academy

Genre: Exploration, Puzzle, Point & Click, Comic Book, Noir

Production Time: Sep 2023 - Oct 2023

Output: Interactive Twine Prototype, 24-Page Illustrated A5 Booklet (with Numbered Borders), Physical Bookmark / Choice Tracker

Key Features: Branching narrative in printed book, illustrated Twine adaptation, noir black-and-white artwork, instant choice and consequences

Role: Game Writer, Game Designer

Software: Notion, Twine, Clip Studio Paint, Adobe Illustrator, DaVinci Resolve

Responsibilities:

  • Managed an end-to-end 8-day production timeline from initial ideation to physical playtesting and documentation

  • Adapted 53 minutes of 3D video game gameplay into an illustrated 24-page A5 booklet facilitating branching choices and replayability

  • Authored novel-like narrative descriptions for both print and Twine formats while preserving the original game’s noir tone

  • Illustrated key gameplay scenes using Clip Studio Paint and Adobe Illustrator to enhance the game experience

  • Designed a physical choice-tracking system using a custom bookmark and numbered border references on the booklet

  • Conducted playtests and collected user feedback for post-mortem analysis and future refinement of the project

© 2025 Nurhasanah Umar. All rights reserved.