Back to all projectsHARDCORE MEDIEVAL PvPvE

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
DragonCall project cover

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

01 · GENERATION

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.

02 · ENCOUNTERS

Use shared metrics for PvP, PvE, parkour and traps.

Spatial decisions were reviewed against the pressures they created, not only against visual variety.

03 · DELIVERY

Include optimization and team delivery in level design.

The work continued from generation rules and blockout thinking through optimization and final team delivery.