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.

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.
Echoes of the Deep is a level designed to accommodate water as a central gameplay element, reimagining the mechanic no Quake level used before.
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.
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.
making the player use heights to their advantage in combat and fast exploration
water is the main mean of traversal, fun and combat in the level
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.
The vertical space allows players to use the limitations of the enemies' behavior to create memorable combat sequences.
Unusual traversal rekindles excitement from mastering movement tricks for veterans while enabling cinematic combat.
Various scripted sequences push the player through the level's flow and manage the combat waves, delivering surprising and twisting beats.
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.
Circular combat spaces shape the dance between player and enemies, driving movement, looping, and active engagement in the fight.
Pick-up placement baits players into danger, testing their strategy and forcing them to fight back for control.
Strategic geometry placement creates sightlines that hide pickups and secrets in plain sight, encouraging space exploration in players.
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.
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.
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.
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.
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.
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.
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.
To accommodate the intended gameplay beats and progression, I created an interconnected level layout.
Solo Leveling dungeon, a boss of which needs to be killed before they break a portal and infiltrate earth.
Eliminate all dungeon monsters and slay the boss before the portal unleashes them into the human world.
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.
I always start with research: analyzing the target game and audience, reviewing the engine's strengths and limits, and gathering key metrics.
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.
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.
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!
The first room introduces the combat idea of elevated monsters attacking from unreachable positions. Fallen columns block access to the open area beyond.
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.
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.
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.
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.
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.
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:
Once the player enters a new room, the door seals shut behind them, preventing backtracking and eliminating the door problem.
All encounters, except the boss, feature a second wave: enemies drop from above, spawn after each kill, or appear from hidden walls.
All three secrets are hidden behind inconspicuous "doors" marked by a small flower. Players must hit the door to open it, preventing accidental discovery.