Kinetic player mechanics and architectural intent working in disciplined harmony.
I structure game spaces as living, legible systems. Through deliberate sightline control, kinetic navigation cadence, and communicative greybox blockouts, each space invites intuitive player expression.
"A level is not merely geometry to traverse; it is an active dialog between geometry, momentum, and psychological expectation."
Deliberate cover heights (110cm crouch, 220cm full occlude) driving aggressive flanking routes and variable line-of-sight denial.
Featured Level Studies
Every level operates as an architectural contract between mechanical capability and deliberate player pacing. Inspect selected blockout prototypes, telemetry metrics, and documentation.

Variable-height ledges paired with line-of-sight breaking foliage canopies to reward non-linear player pathing.

Kinetic machinery provides cyclical hard cover while imposing severe time-boxed crossing penalties.

Visual signposting using volumetric light shafts to subtly orient the player without relying on artificial HUD markers.
All playable builds run greybox collision geometry
Compiled for Windows x64 / Standard Gamepad & Keyboard bindings
How architectural intent meets player mechanics.
Every level is built as a living, readable system. The workflow follows a disciplined four-stage pipeline designed to test assumptions early in greybox before committing to narrative and visual detail.
Every environment starts on a measured vector grid. Sightlines to primary weenies and orienting landmarks are locked before geometry creation to guarantee intuitive navigation without intrusive UI waypoints.
- Top-down vector circulation diagrams
- Macro focal point & sightline cones
- Player pacing & beat charts
Rapid whitebox modeling to stress-test jump distances, mantle thresholds, cover heights, and sprint cadences. Player physics and traversal verbs determine exact room scale rather than arbitrary aesthetic choices.
- Engine whitebox level mesh
- Traversal & mantle height validation pass
- Playable greybox prototype build
Structuring arenas to offer dynamic choice under pressure. We tune cover density, elevation advantages, AI navigation meshes, and micro sightline cutoffs to sustain player agency across varying playstyles.
- Combat arena encounter flow map
- NavMesh volume & AI spawn triggers
- Flank & retreat vector validation
Contextualizing mechanics through architectural history, wear-and-tear patterns, and environmental cues. The space reveals its purpose and past events organically through world composition and lighting guides.
- Set dressing & visual hierarchy guide
- Atmospheric lighting & key light guides
- Final level design document (LDD)
Looking for detailed blockout documentation and whitebox breakdowns?
Inspect full level design documents, sightline matrices, and live prototype builds in the Selected Work index.
Spaces as living systems of movement and intent.
Every level begins as a structural contract between the player’s input and architectural mass. Space is not passive backdrop decoration—it is the direct catalyst for pacing, emotional tension, and intuitive decision-making.
Levels must be mechanically legible before visual dressing. If a greybox prototype cannot convey tension and flow without texture assets, the spatial architecture has failed.
Evaluate Playable Greybox Builds or Commission Level Layouts
Whether you are a studio director structuring an unannounced campaign or a lead designer in need of modular encounter blockouts, every space is built with clear architectural intent and tuned kinematics.
Project Inquiry
Direct communication with Alex Ferraz
