
Ellie Tsamouli
Level | World Designer
EQUINOX : HOMECOMING
Blue Scarab Entertainment
Engine: Unreal Engine 5
Released: March 2026
Overview
Equinox: Homecoming is an MMORPG centered around the player, their horse, and an open world to explore. It combines elements of cozy exploration with mystery and discovery.
Tasks & Responsibilities
Level Layout & Spatial Design
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Low and high level blockouts using landscaping, PCG and props
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Defining points of interest and traversal flow
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Polished levels to production-ready quality for live deployment
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Navigational and performance cleanup
Gameplay Implementation
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Designed and implemented a new feature
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Intergrated and tested the feature across key traverasal routes
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Created blockouts and placement passes to evaluate gameplay flow and reusability.
Readability & Environmental Composition
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Set dressed environments using props, foliage, and decals to support composition and gameplay readability
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Supported optimization and cleanups
Design Process & Challenges
I joined the project shortly after its Early Access release and worked on two large-scale maps. My work focused on defining points of interest and shaping traversal routes that guided players through the environment while maintaining a sense of open exploration. Because the game’s mechanics were intentionally simple, traversal and world layout carried much of the gameplay experience.
One of the main challenges when designing for Equinox was creating meaningful variation within a system where the horse’s movement mechanics drove most of the interaction. I approached this by designing routes that balanced moments of discovery with calmer stretches of travel, while embedding hidden paths and environmental storytelling elements that rewarded players who explored beyond the main routes.
During my time on the project, I also designed and implemented a new gameplay feature tied to one of the game’s core mechanics: jumping. Previously, jumping obstacles were only present in race events. The goal was to introduce this mechanic more naturally into the open world to add variety to exploration.
To differentiate these from official race content, the obstacles were framed through environmental storytelling. The structures were presented as the work of a mysterious character living somewhere on the island, leaving traces across the world that subtly suggested their presence and encouraged players to investigate further.
Because Equinox was already live, another important challenge was ensuring that all updates were stable and production-ready. The areas I worked on were large and required extensive testing and validation before deployment, ensuring that new features and level updates integrated smoothly without disrupting existing content.
Genre: MMO, Murder Mystery, Exploration
Involvement: May 2025 - December 2025
Job Title: World/Level Design Trainee

Maps Development Process
Player Comments
“Definitely one of our favorite islands [Five Sisters Island] out of all the current islands out there so far. Whoever worked on that island design and idea — all applause to you!”
“Had a great time out at [Five Sisters Island] !”
“...not to mention the beautiful scenic rides... [Five Sisters Island] , [Sunset Lake] ”
“Had lots of fun at the [Five Sisters Island] !”
Reflection
Working on Equinox: Homecoming was my first experience designing for a live game, and it came with a high level of responsibility. Joining an already established world meant working within existing systems and player expectations, while ensuring all updates were stable and ready for release.
Because blockouts were already close to final quality, I had to learn the tools and workflows quickly and design environments with polish in mind from the start. In practice, this meant working across both level design and environment art, creating spaces that supported gameplay mechanics and player navigation while remaining visually consistent with the world. Navigational cleanup was also a recurring challenge, as issues needed to be resolved carefully to avoid introducing new navigation problems.
My experience in the project reinforced the importance of clear, visible communication in a live production environment, something I now actively prioritize when collaborating across disciplines.


















