KRATELUM
Role
Level Designer
Description
Kratelum is a fast-paced twin-stick shooter with an isometric view, set in deadly arenas filled with traps, power-ups, and a wide arsenal of weapons. Players must defeat waves of enemies, using the environment to their advantage.
Genre
Twin Stick Shooter
Platform
PC
Engine
Unreal Engine 5
Trailer
What I Did & What I Learned
During this 6-month project, I took on responsibilities in Level Design, contributing to both the creative and technical aspects of development.
My key tasks included:
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Took 3 levels from initial concept to full implementation in-engine, designing combat arenas with maps, gameplay flows, and intensity tables to guide pacing and engagement.
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Designed and implemented Blueprint systems for environmental traps, enhancing challenge and strategic depth within each arena.
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Iterated on level layouts and gameplay mechanics based on feedback from at least 5 internal playtest sessions per level.
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Balanced combat encounters and item placement to support multiple playstyles and maintain consistent difficulty curves.
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Collaborated cross-functionally with designers, programmers and artists to ensure smooth integration of gameplay elements and timely project delivery.
This was my longest group project, lasting 6 months, and the first where I fully focused on level design using Unreal Engine 5. I had the time to deeply study references, design levels tailored to the game’s mechanics, and implement them directly in-engine. Throughout the process, I improved my understanding of spatial composition, gameplay readability, and how to shape layouts that highlight player agency and core systems. This project solidified my grasp of level design fundamentals and taught me how to iterate effectively within a collaborative, production-like environment.