SENIOR / LEAD LEVEL DESIGNER · GAME DESIGNER
DragonCall
Owned the level-generation concept for a modular PvPvE dungeon: connection variety, encounter metrics, parkour, traps, optimization and team delivery.
- Responsibilities
- Level Design / Game Design / Leadership
- Period
- 2024–2025
- Review state
- Published

Task and context
Keep a modular PvPvE dungeon readable and intentional.
Randomized modules still need clear traversal, useful combat geometry and stable performance. The work connected generation rules to PvP/PvE encounter metrics, parkour and trap placement instead of treating variation as a purely technical feature.
Work breakdown
Key decisions
Define how locations can connect before polishing rooms.
The concept started with reusable connection logic and variety rules so each assembled route could retain a readable gameplay purpose.
Use shared metrics for PvP, PvE, parkour and traps.
Spatial decisions were reviewed against the pressures they created, not only against visual variety.
Include optimization and team delivery in level design.
The work continued from generation rules and blockout thinking through optimization and final team delivery.
Project media
DragonCall / visual evidence
30 items





