Jonah Perry | Level Designer
CGMA Level Design
Engine:
Unreal Engine 5
Project Type:
Student Projects - Solo
Roles:
Level Design
Skills
-
Blockouts
-
Prototyping
-
Scripting
-
Lighting
-
Composition
-
Mechanic Design
-
Encounter Design
-
Puzzle Design
-
Level Pacing
-
Metrics
-
Character, Controls and Camera
-
Experience Goals
-
Paths and Navigation
-
Unreal Engine Blueprints
-
PureRef
Project Summary
A 10-week intensive level design course in which I ideated and developed 8 unique level design projects, from concept to playable blockout.

Week 1 - Asian Street Corner
Creating a Blockout
For this assignment I was tasked with applying my existing skills to create a simple blockout of a section of a street, drawing influence from Asian styles and architecture. This assignment was an exercise in creativity, not bound by a game genre or level type.
Week 2 - Egyptian Tomb
Linear Action-Adventure Level
For this assignment, I was tasked with designing and blocking out a linear action-adventure level that culminated in an important point of interest that the player had to reach. Two goals for this level were to focus on applying spacing concepts to ensure the player had comfortable space to move around and to be conscious of the level of detail in the blockout, adding more in areas that would be viewed more closely by the player.
A requirement for this level was to draw influence from the film The Mummy (1999). I also referenced Uncharted (series) and Tomb Raider (series).
Week 3 - Jungle Ruins
Semi-Linear Action-Adventure Level
This assignment required I draw on my previous experience working on an action-adventure level to design and blockout a semi-linear level that had more open spaces, and multiple paths to completion. Fundamentals like composition still need to be accounted for, and an additional goal was to implement environmental storytelling where appropriate.
For this level alongside my previous inspiration for action-adventure levels, I also referenced Metal Gear Solid 5 and Dishonored (series) for their use of open-level areas that can be completed via multiple paths/playstyles.
Week 4 - Floating City
Non-Linear 3D Platforming Level
This assignment focused on platforming in 3D levels and how it can be used to create engaging and challenging gameplay experiences. I was tasked with designing and blocking out a platforming level that used a floating city theme with ample verticality. This level also moved away from the realism of previous assignments, instead focusing on a stylised art direction.
For this level, I drew inspiration from collectathon platformers A Hat in Time, Banjo-Kazooie (series) and Super Mario 64.
Week 8 - Endless Factory
Linear Puzzle Platforming Level
This assignment emphasized scale and composition, requiring I include camera shots that framed a dramatic sense of scale while ensuring I established boundaries to keep the player within the intended play area. Additionally, I focused on using scripting and other in-engine tools to prototype-level elements and events.
For this level, I drew inspiration from the book Piranesi and the games It Takes Two, Portal (series), and NaissanceE.



























