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Joined in July '23 as a Level Designer, currently working on awesome stuff with awesomer people.

Thank you Tyler & Thomas for giving me this opportunity!

Moon Studios

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TITLE

NECROTWISTER

ENGINE

UNITY

TEAM SIZE

4

DURATION

JUL 2023 - JUL 2023

NecroTwister is a turn based puzzle dungeon crawler built for the GMTK 48-hour game jam alongside highly experienced developers.  In this game you turn the level while the hero and enemies telegraph their next moves.  My level design philosophy for this project emphasized gradual skill mastery and creative problem-solving. I deliberately crafted levels to subvert obvious solutions, promoting replayability and the joy of 'Aha!' moments.

NecroTwister released on July 9th as part of the Game Makers Toolkit game jam on Itch.io

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TITLE

ILIOS TERRACE

ENGINE

UE5

TEAM SIZE

1

DURATION

MAR 2023 - APR 2023

Ilios Terrace is a custom Overwatch 2 map inspired by the picturesque Santorini Islands (Ilios). Challenging myself to create a captivating level within a smaller playspace, I emphasized verticality and varied traversal options to promote diverse gameplay strategies. Designed in Unreal Engine 5, Ilios Terrace showcases my level design skills, adaptability, and ability to address challenges like scaling while delivering an engaging Overwatch 2 experience.

Overwatch 2 does not currently support map mods; therefore, Ilios Terrace is presented in Unreal Engine 5 as a visual showcase only.

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TITLE

THE FABRYKA

ENGINE

UE4

TEAM SIZE

1

DURATION

AUG 2022 - SEP 2022

The Fabryka (The Factory) is a Dead By Daylight custom map set in a polish construction site after a nuclear fallout. My goal with this map was to implement a highly vertical environment like The Encampment and build upon player feedback from The Red District to create my best Dead By Daylight map yet! 

The Fabryka officially released in September 2022 as a mod for Dead By Daylight!

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TITLE

THE RED DISTRICT

ENGINE

UE5, UE4

TEAM SIZE

1

DURATION

NOV 2021 - DEC 2021

The Red District takes players into an abandoned cyberpunk city where the streets are painted red and players must navigate down dark streets to survive. In this project I aimed to expand my skillset in breaking line of sight with buildings, synergizing levels with unique characters/abilities and giving players good pathing opportunities even in a tighter environment. 

The Red District officially released in August 2022 as a mod for Dead By Daylight!

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TITLE

HANA NO KOMICHI

ENGINE

UE5

TEAM SIZE

1

DURATION

MAY 2022 - JUL 2022

Hana No Komichi takes players into Kyoto as they travel through 3 distinct environments in this rework of the existing Overwatch map Hanamura. This map was a great opportunity to expand my skillset in level flow and crafting competitive player vs player levels. I aimed to create consistency with other existing hybrid maps and aimed to balance cover with chokepoints to craft an exciting push/pull dynamic so iconic to Overwatch.

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TITLE

GATEKEEPER

ENGINE

RADIANT BLACK

TEAM SIZE

1

DURATION

FEB 2022 - APR 2022

Gatekeeper aims to transport players into 13th century Europe and reintroduce existing challenges from Call Of Duty zombies in new ways. This map was a great opportunity to expand my skillset in level flow and putting an emphasis on player agency in relation to their environment. The map features traps that add new dynamics to multiplayer, a risk/reward playstyle and creates invisible danger from every angle.

Gatekeeper has been released on the Steam Workshop and I have been blown away by the support and feedback so far!

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TITLE

THE ENCAMPMENT

ENGINE

UE5

TEAM SIZE

1

DURATION

JUN 2021 - JUL 2021

The Encampment transports players into an old village on the brink of destruction and aims to use environmental storytelling to connect to existing Dead By Daylight lore. This was my first experience in analysing existing level design conventions in a game and I aimed to create a Dead By Daylight level that fits among the rest while creating memorable moments for the player. I aimed to give players vantage points by playing with verticality, creating vistas and most importantly creating a balanced level in a PvP setting.

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TITLE

PHANTOM HYSTERIA

ENGINE

UE4

TEAM SIZE

30+

DURATION

JUL 2021 - AUG 2021

I worked on the level "The Bishop Manor" for Phantom Hysteria alongside the lead level designer to create a blockout of a classic southern antebellum house! The map aims to send the player into a dark house hidden with secrets as they hide and run from a terrifying phantom. I aimed to create tense narrow hallways that the player must navigate through and used feedback from the lead to improve and iterate upon the blockout.

Phantom Hysteria will be scaring players in 2022!

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My Process

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1. Conceptualizing

  • Brainstorm ideas and define initial design goals.

  • Consider theme in combination with narrative and gameplay mechanics

2. Referencing

  • Collect & Collate reference images

  • Analyse existing levels & mechanics in game and/or similar titles

  • Expand design goals based on analysis

3. Prototyping

  • Create basic 2D whiteboards in PS/Paint to showcase planned design

  • Build initial 3D blockout in engine based on whiteboard

  • Implement and design basic gameplay mechanics 

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4. Feedback & Iteration

  • Conduct playtests (if possible), share images and gather feedback

  • Analyse challenge and pacing

  • Refine and iterate on blockout and design goals

5. Implementation

  • Finalize level and game mechanics

  • Collaborate with artists when working in a team to reach envisioned aesthetic

  • Perform art pass

6. Reflection

  • Analyse finalized design to find where it succeeded/failed

  • Gain feedback from other designers and players

  • Use lessons learned to set new goals for future projects

© 2023 by Callum Stables.

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