Intern Game/Level designer


Game/Level Designer

Unreal Engine

Jan 2021 - May 2021


I joined Warcave in my fourth year at Breda University as an intern. During my internship the team was about to release “Black Legend” and starting up a new project to work on after. I can only explain some surface level details as I signed an NDA.


  • Blueprinting/scripting prototype mechanics for both level and gameplay.
  • Prototyping the core loop of the game and technical systems.
  • Level and game feature implementation.
  • Creating level blockouts and content creation pipeline.
  • Art asset validation and implementation.


Blueprinting/scripting prototype mechanics

Some of the things I kept in mind when working at Warcave in a prototype setting:

  • Keeping a quick and iterative approach.
  • Starting with the minimum playable version and start working from there, find the fun and start building on that.
  • Setting up my work in a collaborative way and keeping items separate to keep an organised and clear environment. 
  • Keep code dry, simple and to the point, so everyone can understand and work with it. Separate concerns and make it modular and reusable.

 I worked a lot with a variety of data structures, events, blueprint / code communication, raycasting, simulations and more. As it is a prototype do not solely get it working, I also try to find the errors you will encounter later in development or learn how to do it properly in the production project.

Creating levels and content

To establish fitting level design, tackle production issues and plan content that would be fun I took these steps:
  • Started with researching the time period of the game and reference titles.
  • Create 3 levels, one which is very complex and will showcase errors you will find in production, one gameplay map, which resembles the gameplay you aim for, this is a smaller map as you will make many iterations and one test level in which new features get tested.
  • Get all 3 levels fully playable will all prototype features in it.
  • Sync up with the art team and start setting up a production pipeline keeping in mind all errors and issues you found when creating the levels.
  • Start to filter with the level and experimentation, create different gameplay maps and look for elements the player finds fun.

QA and UX improvements for a nearly released title

As Black Legend was close to release I was tasked with testing the game, note improvement points that were still feasible and report all game errors in a bug tracker.

This experience taught me about localisation, different release platforms and the inner in engine workings of a professional product.

Contact me

Feel free to send me an email or connect with me on LinkedIn!