Caleb Wilson
Level Designer
Hello, I am Caleb a Level designer making his way through college currently working on my senior capstone. I have a deep passion through telling stories through environments and doing level design is an awesome way for me to express that.
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I think level design is at its best when it guides the player so fluidly that they never have to stop and think about how I am guiding them, unless I really want them to. A level should reinforce what the game is communicating, whether that is a narrative beat, a shift in pacing, or a moment of intensity. The most rewarding part of the process is when all the little pieces finally come together, and I can finally say, “That feels like a level in a video game”
Narrowing my focus to a couple of mechanics at a time and putting together what is fun using those mechanics, then combining them until I have a whole level is the way I approach making level. From this exploration, I identify three principles of that game’s level design or its ‘pillars’.
Naming spaces early helps me give them their own micro narrative that makes designing them easier, it doesn’t really matter what the name is it just acts as a point for getting off the ground, and it makes them feel more ‘alive’.
A isometric Rouge-Like where you play as a Lexomancer casting spells by spelling words. I created small rooms with concise loops and interesting layouts in two different environments.
Challenge the forest in this first-person hunting game. A University project that was remade to demonstrate how far I've come as a designer.