# 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_)]]