Adepts Arena

An innovative fantasy physics-based FPS — we’re also bringing our vision to VR.

I worked on the Alpha assembly and the implementation of the logic in Unity, adapting to the tools created by the programmers and reporting the detected bugs. 

 
 
 

UnderCover

As a level designer at Sigtrap, I created immersive combat experiences and challenging levels. I prototyped and scripted mechanics to ensure smooth gameplay. Implemented enemies, weapons and items while respecting the game’s vision. Integrated consistent narrative and progression into each level. Performed extensive testing to improve quality and engagement.

 
 

Echoes of the Core

Main Features

  • Single-player or Multiplayer: Discover the planet’s secrets alone or alongside up to 3 allies. Learn to use the physics of the energy beam to overcome challenges cooperatively.

  • Energy Management: Manage your exoskeleton’s energy to adapt to every situation. If the counter hits 0, it’s game over.

  • Lore: Uncover forbidden secrets of lost civilizations by collecting ancient artifacts.

  • Biomes and Civilizations: Journey into the planet’s depths and witness a wide variety of biomes and civilizations in a rich, diverse world.

  • Elemental Traps: Face countless traps that harness elements like water and lava to block your path. You won’t be able to stop until you conquer them!

  • Unreal Engine 5: Experience breathtaking environments and detail that bring ancient civilizations to life like never before.

  • Many Deaths

My Role
I was the Lead Designer of this project, responsible for all major decision-making and the creation of levels, traps, and gameplay flow. I also worked closely with programming, art, music, and cinematics to bring every aspect of Echoes of the Core to life.

 
 

Mission

Mission design with multiple routes and free-style gameplay.

I designed a mission focused on the player’s freedom of choice, where every decision – from exploration to combat – influences the development and difficulty of the experience. The level begins with a narrative introduction and covert tutorial that establishes objectives, parkour mechanics and verticality.

The environment is structured in interconnected zones with multiple entrances and routes: rooftops, interiors, sewers and streets, always offering at least one undetected “ghost” option. The player’s decisions – total stealth, lethal stealth or direct action – affect the number of enemies and the behavior of the environment in the following areas.

The final objective, an assassination, can be executed in different ways, adapting to the chosen style. The design encourages replayability, rewards observation and strategy, and makes the player feel like a true assassin with mastery of space.

 

Ground Zero

Gameplay of the GroundZero. If you want to play click on the button below.