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BLADE OF POWER

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Engine: Unreal Engine 5

Status: Complete Game​​​

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

I worked on Blade of Power as part of a small team project, where my main focus was level design and gameplay implementation. My work began with defining the spatial structure of the levels, creating blockouts that supported combat readability, player movement, and encounter flow. I iterated on layouts to balance open combat spaces with more controlled traversal moments, ensuring clear sightlines and room for player decision-making during fights.

Alongside level design, I contributed to gameplay implementation by integrating combat-related mechanics and placing enemies and interactive elements to support progression and challenge. I collaborated closely with other designers to align level layouts with combat beats, enemy behaviors, and player abilities, iterating based on playtesting and feedback.

One of the main challenges of the project was designing engaging combat spaces within the constraints of an evolving combat system. As mechanics and abilities changed, level layouts needed to remain flexible and readable while still supporting difficulty progression and pacing. Iteration and close coordination with the rest of the team was key in to overcoming this obstacle. 

Genre: Shooter, Action 

Development Time: 5 Weeks

Title: Level Designer

Development Process

Tasks & Responsibilities

Level 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.

Gameplay Design

  • 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.

Art ​​

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

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

Encounter Iterations

Reflection

Through 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.

tsamouli.ellie@gmail.com

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