Samsara

Role: Quest Designer / Level Designer (Paid Industry Developer Program)

Engine & Tools: Unreal Engine 5, Level Design and Editing Tools, Quest Scripting Frameworks.

Overview

Designed a high-stakes, risk-reward challenge questline and overhauled an interior level layout for Samsara as part of a selective, paid game industry development program. Focused on scripting an arena-locking challenge loop, balancing escalating wave scaling against high-tier item rewards, and redesigning a residential house into an indoor wave-survival space.

Key Technical & Design Contributions

Quest Architecture & Wave Scripting

  • Risk-Reward Loop: Authored a multi-stage quest where an NPC offers high-tier items in exchange for accepting increasingly difficult indoor combat trials.

  • Arena Lockout System: Scripted door lock states and trigger volumes that trap the player inside the house during active waves, preventing exit until every enemy is defeated.

  • Wave Spawning Logic: Configured escalating wave parameters and indoor enemy spawn vectors to steadily increase pressure with each accepted challenge tier.

Level Redesign & Close-Quarters Arena Layout

  • War-Torn Environmental Dressing: Dressed the house with destruction assets, debris and barricades to reflect the world’s ongoing conflict without obstructing combat pathing.

    Lived-In Visual Narrative: Arranged domestic props, furniture, and environmental set pieces to make the house feel realistically inhabited, grounding the NPC's presence and narrative context within the world.

    Close-Quarters Arena Layout: Overhauled interior geometry, sightlines, and cover objects to support both non-combat narrative exploration and high-density wave survival.

Encounter Balancing

  • Difficulty & Reward Tuning: Balanced enemy wave compositions and difficulty spikes against the NPC's item rewards to make high challenge tiers feel fair yet demanding.


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