Mythbound

Level Design

Midgard — Blockmesh to Blockout
The Design Challenge

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

Process

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
In Progress Blockout Images

Midgard in Unreal Engine 5.7

Mythbound level design in-engine screenshot
04.27 — 22:53
Mythbound level design in-engine screenshot
03.30 — 11:41
Mythbound level design in-engine screenshot
03.30 — 11:41
Mythbound level design in-engine screenshot
03.30 — 11:41
Mythbound level design in-engine screenshot
03.30 — 11:41
Mythbound level design in-engine screenshot
03.30 — 11:41
Mythbound level design in-engine screenshot
04.27 — 22:52
Mythbound level design in-engine screenshot
04.27 — 22:53
Mythbound level design in-engine screenshot
04.27 — 22:53
Mythbound level design in-engine screenshot
04.27 — 22:53
Mythbound level design in-engine screenshot
04.27 — 22:53
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The Jewel of the Desert