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BLADE OF POWER

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Engine: Unreal Engine 5

Status: Complete Game​​​

Overview

Blade of Power is a third-person FPS focused on progression and environmental traversal. The project explored how combat systems, enemy encounters, and level layout could work together to support player mastery and gameplay pacing.

Tasks & Responsibilities

Level Layout & Spatial Design 

  • Designed and implemented three levels, including the onboarding section and the final battle arena.

  • Designed and iterated on level layouts to support combat flow, traversal, and pacing.

  • Shaped combat spaces with clear sightlines, cover placement, and player movement in mind.

Encounter & Gameplay Implementation

  • Co-designed and implemented combat encounter scenarios. 

  • Placed enemies, pickups, and interactive elements to support difficulty progression and player decision-making.

  • Iterated on encounter pacing and resource placement based on playtesting.

Readability & Environmental Composition

  • Set dressed environments using props to support composition and gameplay readability

  • Used lighting to support spatial readability, player orientation, and combat clarity.

Design Process & Challenges

I worked on the project as part of a small team, focusing on level design and gameplay implementation. My work began by defining the spatial structure of the levels and creating blockouts that supported combat readability, player movement, and encounter flow. I designed spaces that combined open combat arenas with tighter traversal sections, ensuring clear sightlines and multiple movement routes so players could approach fights in different ways.

One of the main design challenges was maintaining the game’s pacing. Because combat was fast and intense, it was important to balance high-pressure encounters with moments of release. I addressed this by alternating combat arenas with lighter traversal and platforming sections, giving players time to recover while still reinforcing progression and a sense of accomplishment.

Balancing encounters was also a key challenge. I designed combat spaces using cover, elevation changes, and structural variety to allow players different tactical approaches. Enemy compositions were carefully adjusted to provide challenge without overwhelming the player, ensuring that encounters supported experimentation with the player’s abilities and power combinations while maintaining fair difficulty and momentum.

Genre: Shooter, Action 

Development Time: 5 Weeks

Title: Level Designer

Development Process

Encounter Iterations

Reflection

Throughout this project, I gained a deeper understanding of how spatial design, combat systems, and player feedback influence one another, and how early blockouts and iteration help levels stay solid as gameplay systems evolve.

If I were to revisit the project, I would invest more time in creating a modular kit to support faster iteration, along with tools to automate repetitive tasks and free up more time for design work. I’d also be interested in exploring an outdoor level, using terrain and landscape to create more dynamic combat spaces and expand the gameplay possibilities.

tsamouliellie@gmail.com

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