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Level Designer

Vesna Grau

Welcome! I am a player-experience–oriented Level Designer with 3 years of expertese in FPS and story-driven games and background in indie and AAA production. Looking for a Junior position starting Q4 2025.

Vesna Grau

Games

2025
Level Designer

Quake: Echoes of the Deep

team size icon
Solo
dev time icon
8 weeks
platform icon
PC
engine icon
Trenchbroom
Echoes of the Deep is a map for vanilla Quake designed to accommodate water as a central gameplay element, reimagining the mechanic no Quake level used before.
    2024
    Producer
    Game Designer
    Writer

    IKEV

    team size icon
    8 People
    dev time icon
    52 weeks
    platform icon
    VR
    engine icon
    Unity
    A furniture assembling simulator in VR. The player must creatively assemble various pieces of furniture to complete the level. IKEV (any coincidences with IKEA are random) messed up some orders so the player has to deal with a lack of furniture pieces and find a solution.
    2023
    Producer
    Game Designer
    Writer

    The Spring Equinox

    team size icon
    6 People
    dev time icon
    22 weeks
    platform icon
    PC
    engine icon
    Unity
    Exploration-based 2D metroidvania platformer focused on narrative interactions with under-represented creatures from Slavic mythology. In the design process, I focused on building rewarding exploration systems supported by engaging levels and combat.
    2023
    Producer
    Game Designer
    Writer

    Heart to Find

    team size icon
    6 People
    dev time icon
    1 week
    platform icon
    PC
    engine icon
    Unity
    Randomized 2D platformer with visual novel elements. The goal is to get five ingredients to help the blacksmith forge the best and the most loving heart for The Little Demon. Depending on what combination of the ingredients the player gets, they will discover one of eight endings.

    The gameplay centers on creating randomized platforms by throwing dice and guiding the blacksmith across the 5 different levels. The main focus of my design process was to balance the game while maintaining playability through randomness.

    Design

    Select a Game
    Select a Design
    About
    Quake Logo
    Quake Logo

    Echoes of the Deep is a level designed to accommodate water as a central gameplay element, reimagining the mechanic no Quake level used before.

    Available on Itch.io
    Available on Itch.io

    Role & Responsibilities

    SoloSolo
    8 weeks8 weeks
    Level DesignerLevel Designer
    TrenchBroomTrenchBroom

    Using the tools and tech available to modify the original Quake, I developed and followed a pipeline that brought me to the creation and release of a single-player experience for Quake.

    • Designed and applied the four-step level design process to the level flow
    • Designed, built, and iterated on the layout and playspaces
    • Designed, developed and scripted encounters and gameplay beats
    • Gathered playtesting data from the Quake community and iterated following the results
    • Built and applied a modular kit to the design process
    • Lit and iterated on the visual aesthetic of the environment
    Design Overview

    Design Pillars

    These Level Design Pillars were used to drive the design decision during the various iterations and ensure coherence with the original game, design intent, and player experience.

    Verticality

    making the player use heights to their advantage in combat and fast exploration

    Water

    water is the main mean of traversal, fun and combat in the level

    Surprise

    every room offers a wow effect, presenting the player with challenges they haven't face in Quake yet

    To achieve the pillars above, I centered the whole design of the level around the gameplay and combat ideas.

    Taking height advantage
    Taking height advantage
    Taking height advantage

    The vertical space allows players to use the limitations of the enemies' behavior to create memorable combat sequences.

    New traversal
    New traversal
    New traversal

    Unusual traversal rekindles excitement from mastering movement tricks for veterans while enabling cinematic combat.

    Scripted sequences
    Scripted sequences
    Scripted sequences

    Various scripted sequences push the player through the level's flow and manage the combat waves, delivering surprising and twisting beats.

    Design practices

    I used a variety of best design and pacing practices to make sure that combat and gameplay stayed rewarding and easy to learn even with the vast variety of new mechanics.

    Circulation
    Circulation
    Circulation

    Circular combat spaces shape the dance between player and enemies, driving movement, looping, and active engagement in the fight.

    Risk and reward
    Risk and reward
    Risk and reward

    Pick-up placement baits players into danger, testing their strategy and forcing them to fight back for control.

    Sightlines
    Sightlines
    Sightlines

    Strategic geometry placement creates sightlines that hide pickups and secrets in plain sight, encouraging space exploration in players.

    Implicit Tutorials

    To teach new mechanics to the players, I used the 4-step design approach, also known as KiShoTenKetsu. There is an example of how the "press a button to open doors" AND "clear all enemies first" mechanic was presented and developed throughout the level.

    01 - introduction

    01

    At the start, player faces the door marked with "Press the button to open." However, if the player rushes to the button without first clearing the enemies, a column falls and traps them inside, forcing a much tougher fight.

    02 - development

    02

    The second room mirrors the first: the same door hints at the objective, but no button is visible. Rotfish swarm the water, and a nailgun makes them easy prey, signaling that the player must "fish" before diving in to search for the button.

    03 - twist

    03

    The third room twists the formula: the player is caged with shamblers, and while a button opens the cage, it moves so slowly that survival demands fighting. The challenge makes clear that the player must endure even after the door unlocks.

    04 - conclusion

    04

    The boss room shows the final portal behind bars, with a button in the center suggesting escape is near. But as soon as the player enters, the boss spawns on the button, blocking it. The only way out is to defeat the boss.

    Level in detail

    Flowchart

    To balance out the flow of the level, I created a flowchart of how intense I needed every room to be and what enemies, weapons and pickups would contribute to it.

    Flowchart
    Flowchart

    The colorful background is KiShoTenKetsu of different mechanics. Blue beats introduce each mechanic, green beats reinforce them, orange beats add twists, and red beats bring them to a conclusion. Since each mechanic unfolds at a different pace, these phases overlap, creating a gradual learning curve while keeping the experience engaging.

    Node map

    Node map
    Node map

    To accommodate the intended gameplay beats and progression, I created an interconnected level layout.

    Theme

    Solo Leveling dungeon, a boss of which needs to be killed before they break a portal and infiltrate earth.

    Player goal

    Eliminate all dungeon monsters and slay the boss before the portal unleashes them into the human world.

    Player experience

    Players should always feel surprised yet guided, with clear next steps. They need to sense urgency and pressure to move quickly, even without a visible timer.

    Node map
    Node map

    Level layout

    Legend
    Level layout
    Level layout
    Floor -1
    Floor 0
    Floor 0.5
    Floor 1

    Full level walkthrough

    Process

    Concepting

    Research
    Research
    Research

    I always start with research: analyzing the target game and audience, reviewing the engine's strengths and limits, and gathering key metrics.

    Visualizing
    Visualizing
    Visualizing

    I like to sketch on and create moodboards early, it helps me find a unique visual identity of the level, and often often spars gameplay ideas.

    Finding the fun
    Finding the fun
    Finding the fun

    I focus most on designing the gym of gameplay beats where I test combat and scripted sequences to refine what best fits the intended level flow.

    Implementation

    There was a constant iteration cycle throughout production, which was informed by data gathered during playtests. See how some level beats evolved through the iterations!

    01 - first iteration

    01

    The first room introduces the combat idea of elevated monsters attacking from unreachable positions. Fallen columns block access to the open area beyond.

    02 - second iteration

    02

    The second iteration introduces the edge of the world, turning the space into a single contained gameplay room. The player's objective is to obtain a key to open the door to the next area. An elevator platform is also added, giving the player a height advantage over the monsters.

    03 - third iteration

    03

    The third room adds a platform around the elevator, giving the player a safe position to fight monsters. A breadcrumb (ammo) placed on a column subtly hints that the player should jump across to reach the monsters and obtain the key, establishing the golden path.

    04 - fourth iteration

    04

    The fourth iteration repositions the door and extends the path to it, ensuring players see the objective before facing the challenge of opening it. Broken columns guide players along the golden path, visually blocking a direct route across the water.

    02 - second iteration

    05

    The fifth iteration establishes the level’s geometry, solidifying its gothic setting. The key is repositioned in front of the door, ensuring players immediately see their objective after obtaining it. A fallen column scripted sequence is also introduced, forcing players to find an alternate way out once the key is collected.

    06 - sixth iteration

    06

    The fifth iteration makes the door visible from the start by repositioning and dramatically lengthening the corridor. The key is replaced with a button, reinforcing action–consequence by letting players watch the door open. The elevator becomes a waterfall, bringing the room in line with the level’s mechanics.

    Scripting

    Trenchbroom features a very old and fairly primitive visual scripting system. Scripts are created entirely through manipulating object properties, such as "target" (an object) and "targetname" (an ID of the targeted object), along with "trigger blocks" that control how these targets behave (do once, do on a delay, play a sound, etc.).

    Throughout a level, there are three main types of scripted sequences that are used repeatedly, aside from the basic "press button to open door" mechanic:

    Gated Progress
    Gated progress
    Gated progress

    Once the player enters a new room, the door seals shut behind them, preventing backtracking and eliminating the door problem.

    Second wave
    Second wave
    Second wave

    All encounters, except the boss, feature a second wave: enemies drop from above, spawn after each kill, or appear from hidden walls.

    Secrets
    Secrets
    Secrets

    All three secrets are hidden behind inconspicuous "doors" marked by a small flower. Players must hit the door to open it, preventing accidental discovery.