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GAME DESIGNER · TECHNICAL GAME DESIGNER · LEVEL DESIGNER

Gravewood High Multiplayer

Owned Game Design, Technical Game Design and Level Design for the multiplayer mode: designed game features, puzzles and encounters, took levels from layout to playable implementation, and built Blueprint logic with replication in mind. Handled documentation and localization, including key integration. Final level art was produced by the Level Artist.

Responsibilities
Level Design / Game Design
Period
2021–2023
Review state
Published
Gravewood High Multiplayer project cover

Task and context

Preserve horror and puzzle clarity in multiplayer.

In multiplayer, players split up, cooperate or interfere with one another, so authored event sequences are constantly disrupted. I designed the spaces, mechanics and puzzles around those behaviors and brought them into a playable Blueprint implementation with replication in mind.

Work breakdown

Key decisions

01 · SPACE

Build levels for several simultaneous routes.

Owned Level Design from layout to playable implementation: built routes, placed encounters and tested pacing across different group behaviors.

02 · GAME SYSTEMS

Make player interaction part of the mechanics.

Designed new game features and puzzles around cooperation, divided responsibilities and interference, then tested the rules and tuned balance.

03 · TECHNICAL DESIGN

Carry multiplayer logic into a working build.

Scripted replicated puzzles and events in Blueprints, maintained task briefs and design documentation, integrated localization keys and coordinated implementation with programmers.

Project footage

Gravewood High Multiplayer