🧭 Pre-production 🏗️ Production 🔄 Iteration 📊 Post-mortem

KRATELUM

Isometric Twin-Stick Shooter - Unreal Engine 5

OVERVIEW

Fast paced isometric twin stick shooter set in deadly arenas packed with traps, power ups, and a diverse weapons. Dodge, adapt, and dominate relentless enemy waves while exploiting the environment to survive intense fight.

GOALS

Design combat arenas that support multiple playstyles while maintaining clarity and balanced pacing.

Role

Level Designer

Engine

Unreal Engine 5

Project duration

6 months

Team & Production

Academic Team Project at DBGA dbgameacademy.it Digital Bros Game Academy Opens in a new tab

TRAILER

PRE-PRODUCTION

This 6-month project was my first full focus on level design in Unreal Engine 5, covering both creative and technical aspects. The goal was to design combat arenas that support multiple playstyles while maintaining a consistent difficulty curve and strong readability. Each level was structured using maps, gameplay flows, and intensity tables, supported by a moodboard of visual and gameplay references to define direction early on. The main challenge was finding the right balance between player freedom and controlled combat pacing, ensuring clarity without limiting approach variety.

PRODUCTION

I contributed to 3 levels developed from concept to full in-engine implementation as part of a team. My focus was on layout design and gameplay flow, shaping arenas to support different combat approaches while keeping the experience balanced. I also implemented Blueprint systems for environmental traps, adding tactical interaction within combat spaces. Enemy placement and item distribution were structured to naturally guide movement without restricting player choice, and I worked closely with designers, programmers, and artists to ensure consistent integration across systems.

ITERATION

Each level went through at least 5 internal playtests, driving continuous iteration. A key design question was the trade-off between long-range and close-range combat. I explored this through two versions of the same arena: one larger and suited for ranged gameplay, and one more compact for close-quarters encounters. This A/B test helped identify player preferences and refine the final design. The final approach merged both solutions, resulting in arenas that adapt to multiple playstyles while subtly encouraging optimal positioning and engagement.

POST-MORTEM

This project strengthened my understanding of combat design, spatial composition, and player guidance. It improved my ability to design and implement levels in Unreal Engine 5 within a team environment. In hindsight, I could have pushed further on environmental interaction and variety, but it was a key step in learning how to iterate and deliver within a production pipeline.

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