Level Design
Translating technical requirements into a functional digital space
Working closely with the programming and art teams, my role centered on bridging the gap between technical systems and visual targets — making sure Midgard's layout met aesthetic goals while functioning cleanly within the game's programmatic constraints.
Spatial Translation
Took the technical design document's movement and combat requirements and turned them into a compelling spatial layout — geometry that complements dashes, dodges, and arena-scale combat rather than fighting against them.
Blockmesh Prototyping
Architected a comprehensive blockmesh prototype of Midgard to stress-test gameplay systems, giving programming a stable, iterable space to develop and debug player abilities before final art passes began.
Pathing & Flow
Prioritized player pathing and gameplay flow throughout — a layout that respects performance budgets without sacrificing the high-fidelity composition the visual target called for.
Asset & Trigger Refinement
Refined level assets and environmental triggers to match the established visual target, keeping every interactive element optimized for the engineering pipeline.
Software — Unreal Engine 5.7 · Perforce · Photoshop
From mockup to blockmesh to playtest
Mockup
- Establish Midgard's top-down composition
- Rough in key combat spaces and sightlines
- Align layout with the visual target
Blockmesh
- Build a stable blockmesh prototype
- Stress-test movement and combat systems
- Give programming a space to debug player abilities
Playtest
- Validate pathing and flow in-engine
- Refine assets and triggers against feedback
- Optimize for the engineering pipeline
Watch Midgard in motion
Trailer by Melanie Aguirre








Midgard, from mockup to blockout
Midgard in Unreal Engine 5.7










