Husk Planet
(Work In Progress)
Third Person | Made with Unreal Engine 5

This level is part of a larger game developed by an 18-person team. As the level designer, I was responsible for creating the tutorial level that sets the tone of isolation on a desolate planet while introducing the core gameplay to the player.
I collaborated closely with leadership and multiple departments to ensure we shared a unified vision, maintained a feasible art direction, scoped the level appropriately, and had the necessary tools to support development. The programming team implemented gameplay systems and the camera framework, and I also contributed by designing several level design tools tailored to this level’s needs.
Trailer
Software I Used
Unreal Engine 5 (Blueprints)
Blender
Sequencer
Procreate
Adobe Illustrator
Adobe Premiere Pro
Level Layout Sketches

Layout Iterations (From Latest to Initial)

Storyboards
Landing Site
Nearing Village
Safehouse
Necropolis / Graveyard
Work Scope
Level design documentation (LDD)
Storyboarding
Level layout
Temporary cutscenes
Blockout development
Tool development
Tutorialization plan
Proxy lighting
Screenshots
Blueprint Development
Camera Recorder Tool
The programming team developed a system for camera movement using components like a camera, trigger, spline, and collision box. Building on that, I created an editor utility widget that allows designers to record in-game camera movement and replay it in the editor using the save game system. After recording, users can step through stored transforms directly within the editor. The tool calculates speed based on a slider for automatic playback, enabling timeline-style previews.
Quick Camera Fixes
The original camera system required a lot of manual tweaking to align camera angles and spline paths, which slowed down iteration. To streamline the process, I built a custom editor utility widget that aligns the spline and the pilot camera with the game's camera’s world transform. I also added a setting for line thickness adjustment, since I found myself constantly fine-tuning it by hand.