Pawel Pruszynski

Level Design portfolio

Layers Of fear (2023)

It was the first project I worked on as a Level Designer after joining Anshar Studios, and it’s where I truly spread my wings.

The game is a psychological horror experience that serves as both a remake and a sequel, combining the narratives of the original ​Layers of Fear​ (2016) and ​Layers of Fear 2​ (2019) with brand-new content to deliver a cohesive and immersive story. Made in Unreal Engine 5.

I contributed to the core part of the game, taking full ownership of the level design for several chapters and key spaces. Additionally, I was responsible for the level design of two DLCs: ​The Last Note​ and ​The Final Prologue​. My work on the project allowed me to refine my skills in crafting atmospheric and engaging environments while collaborating with a talented multidisciplinary team.

MY responsibilities:

•   ​​Full Ownership and Co-Ownership​​: Managed the design and implementation of multiple levels and game sections, ensuring seamless collaboration across departments (art, audio, tech) to maintain a unified creative vision.
•   ​​Pipeline Development​​: Designed and iterated on Level Design pipelines, optimizing workflows and providing actionable feedback to improve team efficiency.
•   ​​End-to-End Level Creation​​: Oversaw the entire process of level creation, from initial ideation and top-down layouts to greyboxing, blockouts, and final gameplay setups.
•   ​​Puzzle and Event Scripting​​: Prototyped and scripted puzzles, horror sequences, and story-driven events to enhance player immersion and engagement.
•   ​​Horror Design Ownership​​: Took charge of the horror elements, crafting spine-chilling events that aligned with the narrative using a variety of psychological and environmental techniques.
•   ​​Creative Asset Reuse​​: Repurposed assets and rooms from the original games in innovative ways to deliver fresh and memorable experiences for players.
•   ​​Technical Passes​​: Conducted collision, navigation, and optimization passes to ensure smooth gameplay and performance.
•   ​​Documentation​​: Maintained detailed and comprehensive documentation for all owned features and levels, ensuring clarity and alignment across teams.
•   ​​QA Collaboration​​: Partnered with the QA team to identify, reproduce, and resolve bugs, ensuring a polished and high-quality final product.
•   ​​Feedback and Playtesting​​: Actively participated in feedback sessions and internal playtests, identifying areas for improvement and iterating on designs to enhance the overall player experience.

MY WORK:

Painter’s story

The Last note

The Final Prologue