Immortals of Aveum

I was hired as mid level designer at Ascendant Studios, and then promoted to Senior Level Designer. There, I owned multiple levels, including: The Colossal; Library of Akoth; Chaos Fane; and Archon Fane. Below, you can find videos, pictures, and some information about my two biggest campaign levels: The Colossal and Library of Akoth. At the end will be some information about the shrine levels I owned as well.

The Colossal Video

I owned Colossal from conception until ship. It was a really unique level to work on, and I learned many things along the way, such as how to use some of UE5's new systems like data layers. It was a ton of fun figuring out the flow of this level with having to consider the player going inside and outside of this giant mech. One of the challenges was figuring out how to fake that the Colossal is moving through the ocean, when in reality it is stagnant.​Level Artist Morgan Dudra Art Station:https://www.artstation.com/mdudra

High Level View:

  • Created in UE5

  • Pitches, level design documents, 2D drawing/planning, beat flow charts, etc.

  • Blockout and composition 

  • Encounter design for all combats

  • Utilize tools to script events and hookup basics of the level such as gating door functionality, special considerations for pitfalls, etc.

  • Setup various complex data layer setups to use UE5's new system to better manage level loading

  • Setup quests, waypoints, breadcrumbs, etc.

  • Did prototyping and setup to fake the Colossal moving through the ocean

  • Supervised a junior level designer who provided support to help fix bugs and take on some narrative design work

  • Provided support with level and lighting art. Also coordinated with other departments, such as: animation, tech art, cinematic team, vfx, sfx, etc.

Library of Akoth Video - Golden Path

Library of Akoth Video - Side Content Example

I owned Library from conception until ship. Library was one of those levels that went through a lot of iteration due to technical limitations. But, in the end, it came together and ended up being one of the most fun levels I've gotten to work on. Working with other departments to figure out how to execute the metal memory throughout the level was one of the challenges that this level brought forth. Overall, a level I will remember for a long time! ​

Level Artist Tanner Corder Art Station:https://www.artstation.com/tannercorder

Level Artist Morgan Dudra Art Station:https://www.artstation.com/mdudra

High Level View:

  • Created in UE5

  • Pitches, level design documents, 2D drawing/planning, beat flow charts, etc.

  • Blockout and composition

  • Puzzle prototyping, design, and implementation  

  • Encounter design for all combats

  • Utilize tools to script events and hookup basics of the level such as the metal substance dissolving, puzzle doors, etc.

  • Setup various complex data layer setups to use UE5's new system to better manage level loading

  • Setup quests, waypoints, breadcrumbs, etc.

  • Supervised a junior level designer who provided support to help fix bugs and take on some narrative design work

  • Provided support with level and lighting art. Also coordinated with other departments, such as: animation, tech art, cinematic team, vfx, sfx, etc.

Shroudfane Levels

Shroudfane levels in Immortals of Aveum are similar to the shrines in Zelda: Breath of the Wild. They are smaller, bite sized levels that present a challenge to the player. They can range from combat, to puzzles, to bosses. On these levels, I worked solo without a level artist and owned four different levels.


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