Zagros
Level Designer • 2024 • Unreal 4.27.2
Responsibilities
- I conducted research to develop a distinct architectural design language. I then translated this into a 2D level layout and a game mode plan, both created in Photoshop.
- I created a level blockout and iterated on the design based on gameplay feedback. I then replaced the grey box geometry with a modular kit provided by the environment artist.
- I researched period videos to develop the world's aesthetic and narrative.
- Create a 2D gamemodes plan using Photoshop.
- Blocked out and iterated based on the grey box geometry with a modular kit provided by the environment artist.
About This Project
Developed a level inspired by the underground air base featured in Iranian Air Force propaganda videos, taking it from concept to completion.
Processes
I paid close attention to details such as lighting, machinery placement, and signage, since these environmental cues would play an important role in grounding the space with authenticity.
More on references machinery placement.
From there, I created rough sketches to chart out how players would move through the environment and transition between objectives. These early drawings helped me visualize both the narrative flow and the gameplay rhythm. Once the foundation was in place, I moved into the whiteboxing phase, translating these ideas into block geometry to test scale, proportions, and player readability.
Iteration was key at this stage. I refined the whitebox through playtesting and feedback, making structural adjustments to improve pacing, optimize sightlines, and ensure that objectives naturally guided the player forward.
Over time, these iterations transformed a simple layout into a fully functional gameplay space with a clear sense of flow. I layered in environmental storytelling elements—machinery, surface textures, and subtle lighting contrasts—to emphasize the militarized setting.
With the structure locked, I shifted focus to atmosphere and immersion.
Careful adjustments to light placement and color temperature were particularly important for shaping mood and guiding player attention.
Finally, I carried out a polish pass, fine-tuning details and balancing visual hierarchy to bring cohesion across the environment. These last refinements pulled the space together, creating a finished, immersive experience that is both technically sound and narratively compelling.
Gallery
I began this project by researching visuals of the Iranian underground air base, focusing on its defining features—vast hangars, reinforced tunnels, and the imposing military atmosphere.