NJ

Nicholas John

Level designer in Vancouver. I lead players with landmarks, light and sightlines, from layout to final lighting.

Scroll to explore

Designing spaces with a reason to move.

I'm a level designer working in UEFN, Unreal and Unity. In my own projects I take a level the whole way: blockout, combat encounters, set dressing and lighting.

Level Designer, Visceral Technology

Mar 2025 – Aug 2025 · Richmond, BC

Built and iterated Fortnite levels in UEFN, and wrote the level design documents behind them: concepts, objectives and gameplay.

Right now I'm building a roguelike in UEFN with Verse.

Level DesignGame DesignCombat Design WhiteboxingSet DressingLightingDocumentation
UEFN · VerseUnreal EngineUnityBlender

CoreUndead, beat by beat

The layout is linear, with secret areas that open up when the player destroys barriers. Each point of interest rewards exploring with loot or story moments, and some end in a boss fight.

The six points of interest in order: Passageway, Garden, Caves, Swamp, House, Floating Island.
Six points of interest in a straight line, from the Passageway to the Floating Island, with secret areas off the main path.

Intensity builds through the Caves to its peak in the Swamp, drops in the House, then climbs again for the Floating Island finale. The Swamp's peak doesn't come from enemies: it comes from a pressure mechanic I keep secret from players.

Reveal the spoilerHide the spoiler

The water keeps rising on a timer, and the player has to reach the end of the Swamp before it does. The pressure comes from the clock, not from enemies, which is why combat drops right where intensity peaks.

Combat spikes in the Caves and eases off in the Swamp, where the pressure comes from somewhere else, then stays high from the House to the end.

A five-week solo project in UEFN. After the first alpha I sent it out for playtesting and collected notes on platforming feel, narrative and combat. Read the full breakdown (opens in a new tab)

More projects

Open in the gallery

The finished levels. For how they were planned and built, see Breakdowns below.

How each level was planned and built: references, metrics gyms, layouts, intensity charts and combat pacing.

  1. CoreUndead

    Game & Level Design · UEFN

    From the first design doc to a published island: metrics gym, combat spaces, hidden areas, intensity chart and combat pacing.

    MetricsCombat spacesIntensity chart
    Read on ArtStation (opens in a new tab)
    Dec 2024
  2. Spark: DragonWing

    Level Design · Unreal Engine 4

    Turning a small map into a long level by building upward: 2D layout, level flow and an island-by-island intensity chart.

    2D layoutLevel flowVerticality
    Read on ArtStation (opens in a new tab)
    Feb 2024
  3. Cursebreaker: Lock and Load

    Top-down Shooter · Unreal Engine 5

    A Hades-inspired shooter split into corridor, arena and boss levels, with layout, intensity and combat pacing charts.

    Level typesPacingReferences
    Read on ArtStation (opens in a new tab)
    Feb 2024
  4. Cursebreaker: Bringer of Death

    Action RPG · Team project · UE5

    A 10-week team project: references, metrics, combat and platforming spaces, set dressing, and narrative and combat pacing.

    Set dressingPlatformingNarrative pacing
    Read on ArtStation (opens in a new tab)
    Feb 2024

Let's build something
players remember.

Open to full-time, contract and freelance work.