# LEVEL DESIGN & ENVIRONMENTS In level design, I approach virtual environments as playgrounds for minds. Game spaces augment the player's imagination and encourage poetic exploration. Multiple play styles option, careful guidance, and deliberate pacing present the world as a meaningful system that invites curiosity about its unexplored bounds. ### **[[IntentionallyBlank/ENVIRONMENTS/Zones/Fortunate Isles|Fortunate Isles]]** **Lost in the moment** ![[KITS/ORANGERY/TROPICS/Scenery_Iter2.png]] ### [[IntentionallyBlank/ENVIRONMENTS/Levels/Polako II|Polako II]] ![[ATTACHMENTS/MAPS/GenexTower/In-Game/Tower.png]] ### [[IntentionallyBlank/ENVIRONMENTS/Levels/Polako I|Polako I]] **Polako...** ![[ATTACHMENTS/MAPS/Polako_I/In-Game/Top-down_Screenshot_NoMountain.png]] ### [[IntentionallyBlank/ENVIRONMENTS/Levels/Borders|Borders]] **A pattern of absence** ![[ATTACHMENTS/MAPS/Borders/In-Game/Borders_frontScreenshot.png]] ### [[IntentionallyBlank/ENVIRONMENTS/Zones/Daemonium|Daemonium]] **In the daemonium of mind, we fight our demons** ![[KITS/DAEMONIUM/DaemoniumTurnaround.gif]] ### **[[IntentionallyBlank/ENVIRONMENTS/Zones/Toxic Ghostly Jungles|Ghostly Toxic Jungles]]** **Multiplayer heart-breaker** *And brokenhearts-gamificator* ![[KITS/ORANGERY/TROPICS/CaptureTheHeart/Unity.png]] ## Virtual Environments: Essays & Discourse - [[IntentionallyBlank/RESEARCH/Deconstructions/2025. Environmental Cues in Echoes of Wisdom|Environmental cues in "Echoes of Wisdom"]] (Conestoga, 2025) - [[IntentionallyBlank/RESEARCH/Deconstructions/2025. de_Rats! Map Analysis|de_Rats! (CounterStrike) map analysis]] (Conestoga, 2025) *** ![[IntentionallyBlank/APPENDIX/borders.(_IB_)|borders.(_IB_)]]