# LEVEL DESIGN & ENVIRONMENTS I like to see virtual environments as playgrounds for minds. They augment the player's imagination. In my design concepts, I focus on multiple play styles option, careful guidance, and deliberate pacing: they turn game worlds into meaningful system that invite curiosity about its unexplored bounds. **Portfolio slides**: [Google slides](https://docs.google.com/presentation/d/15bEeAkS2Kh4ELsUdkanXtamYFfma56KPwiIFF1znh8U/edit?usp=sharing) *** ### [[IBU/ENVIRONMENTS/Levels/Polako II|Polako II]] A stealth-action map based on iconic Balkan architecture. The project turns a real-world architecture into an engaging, well-placed adventure that balances puzzle, stealth and action level beats. ![[ATTACHMENTS/MAPS/GenexTower/In-Game/Tower.png]] *** ### [[IBU/ENVIRONMENTS/Levels/Polako I|Polako I]] A stealth-adventure, 360-degrees map based on Balkan culture and architecture. Contains 4 balanced lanes leading to the game's objective. Each features unique, thematically cohesive traversal challenges. ![[ATTACHMENTS/MAPS/Polako_I/In-Game/Top-down_Screenshot_NoMountain.png]] *** ### [[IBU/ENVIRONMENTS/Levels/Borders|Borders]] **Play on [Itch](https://toy-worlds.itch.io/borders)** A personal solo project that explores concepts of limits, inevitability, division, and loss. The design intention to provide both the experience of death being inevitable, and the experience of death being tricked and evaded. ![[ATTACHMENTS/MAPS/Borders/In-Game/Borders_frontScreenshot.png]] *** ### **[[IBU/ENVIRONMENTS/Zones/Fortunate Isles|Fortunate Isles]]** Lost in the moment. ![[DESIGNS/HypercamouflageSubmarine/Scenery_Iter2.png]] *** ### [[IBU/ENVIRONMENTS/Zones/Daemonium|Δαιμόνιον]] *Daemonium*, a representation of mind where people fight their demons. Modelled after the Ancient Greek understanding of consciousness. ![[DESIGNS/Daemonium/DaemoniumTurnaround.gif]] *** ### **[[IBU/ENVIRONMENTS/Zones/Toxic Ghostly Jungles|Ghostly Toxic Jungles]]** A capture the flag map with 3 balanced lanes (stealth, action, and sniper). Unique features of the map include acidic pools and the river that slows the player’s movement. The theme of the map is centred around toxic dating culture. Instead of a flag, players must break and capture a heart. ![[DESIGNS/CaptureTheHeart/Unity.png]] ## Virtual Environments: Essays & Discourse - [[IBU/RESEARCH/Deconstructions/2025. Environmental Cues in Echoes of Wisdom|Environmental cues in "Echoes of Wisdom"]] (Conestoga, 2025) - [[IBU/RESEARCH/Deconstructions/2025. de_Rats! Map Analysis|de_Rats! (CounterStrike) map analysis]] (Conestoga, 2025) *** ![[IBU/APPENDIX/(_IB_)/borders.(_IB_)|borders.(_IB_)]]