Senior Level Designer & Spatial Architect

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."

Spatial Geometry Field NotesUE5 // Modular Greybox
8+Shipped Levels
100%Greybox Intent
UE5 & UnityCore Engines
PROTOTYPE // LEVEL_04_RESEARCH_VAULT
Unreal Engine 5.4Playable Build Live
GRID_RES: 100cm|FOV: 90 DEG
3 Major Encounter Arenas
Alex Ferraz level design architectural blockout showing Combat Flow
High Density / Choke Flanks
Full Case Study
Architectural Rationale // Combat Flow

Deliberate cover heights (110cm crouch, 220cm full occlude) driving aggressive flanking routes and variable line-of-sight denial.

Spatial Design Process

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.

PHASE 01
2D Paper Layouts & Sightline Mapping
Top-down routing, circulation loops, and macro landmark visibility.

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.

Key Deliverables
  • Top-down vector circulation diagrams
  • Macro focal point & sightline cones
  • Player pacing & beat charts
IllustratorMiroPaper Archetypes
Validation Metric100% Sightline Occlusion Check
PHASE 02
Greybox Blockouts & Traversal Metrics
Kinetic verification through rigid primitive geometry.

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.

Key Deliverables
  • Engine whitebox level mesh
  • Traversal & mantle height validation pass
  • Playable greybox prototype build
Unreal Engine 5Unity 6Blender
Validation MetricGrid Scale: 1uu = 1cm standard
PHASE 03
Combat Encounter Pacing & Occlusion
Tactical flanking routes, line-of-sight breaks, and AI density.

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.

Key Deliverables
  • Combat arena encounter flow map
  • NavMesh volume & AI spawn triggers
  • Flank & retreat vector validation
UE5 Gameplay Ability SystemState TreesProfiling Tools
Validation Metric3+ Viable Flanking Paths
PHASE 04
Environmental Narrative Integration
Visual storytelling baked directly into spatial architecture.

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.

Key Deliverables
  • Set dressing & visual hierarchy guide
  • Atmospheric lighting & key light guides
  • Final level design document (LDD)
LumenWorld PartitionNotion LDD Matrix
Validation MetricFocal Lighting Guidance

Looking for detailed blockout documentation and whitebox breakdowns?

Inspect full level design documents, sightline matrices, and live prototype builds in the Selected Work index.

Design Perspective// FIELD SPEC v2.4

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.

Architectural Constraints

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.

Design EngineUnreal Engine 5.4 / Unity 6
Blockout StandardWhitebox Grid 128u Base
Pacing Metric90s Exploration / 45s Intensity
PhilosophyForm Follows Player Velocity
Core Spatial Tenets03 Disciplines Documented
01Traversal Dynamics
4.2m/s Sprint baseline
Player Kinematics & Spatial Cadence
Geometry is calculated directly from traversal velocity, jump arcs, and deceleration curves. Every ledge, corridor, and mantle height reinforces the rhythm of player momentum.
Rule Verification:32-unit mantle marginDynamic camera pitch triggersZero-friction boundary transitions
02Visual Wayfinding
3-tier focal layering
Sightline Occlusion & Landmark Hierarchy
Composing framing arches, atmospheric density, and silhouette orientation to eliminate mini-map reliance. Macro-landmarks anchor orientation while micro-cues drive exploration.
Rule Verification:45° leading anglesColor temperature contrastOcclusion culling optimization
03Combat Topography
3:1 Flank-to-Cover ratio
Encounter Geometry & Flank Mechanics
Arena spaces are engineered as readable tactical problems. Height advantages, cover degradation paths, and crossfire channels force proactive movement rather than static defense.
Rule Verification:Multi-elevation egress routesPacing pressure valvesPredictable AI path nodes
Level Design Availability & Collaborations

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.

Core Architectural Tooling & Systems
Unreal Engine 5
Whitebox Prototypes
Systems Pacing
Traversal Geometry
Combat Encounters
Field Note: Playable builds include custom player metrics, sightline heatmaps, and greybox documentation packages ready for Unreal Engine 5 & Unity.

Project Inquiry

Direct communication with Alex Ferraz

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