MY ROLE
I worked as a Level Designer on SpellForce 3: Reforced, contributing across most of the campaign. My focus was on improving level readability, navigation, and performance – while also creating new content like the Mulandir Nexus HUB and redesigning areas for the new Journey Mode.
Part of the daily tasks involved collaborating with art, content designers and writing to support narrative and visual flow. I also provided support for junior designers and helped evaluate performance optimizations.
LEVEL LIST
During my time on the project I was the sole level designed providing support in converting several levels for the game’s new Journey Mode:
… and several smaller changes to the rest of the levels.
I was also fortunate enough to design a brand new level, from blockout to final lighting:
The rest of my time on the project was spent fixing bugs, improving performance and assisting in embedding new quests and side missions for most of the game’s levels. My biggest contributions were:
- Everlight Sewers
- Foot of Barga Gor Caverns
- Path to Mulandir
- Greykeep Prison
- Scortching Desert Oasis
- The Eye
… and about 30 other smaller levels.
For more detailed info on individual levels and additional screenshots, please see my Artstation profile.
SEASONAL CONVERSION
The challenge was reimagining Everlight for Journey Mode with a full autumn makeover. I needed to redesign layout flow, embed new quests, and make it all feel cohesive instead of like separate systems thrown together.
I restructured the space for repeatable content with smoother pacing, letting the autumn lighting and color shifts create natural visual flow between areas. Updated pathways and clearer sightlines helped players navigate without getting lost in the redesign. Working with scripters meant new encounters actually belonged there instead of feeling randomly dumped in.
BASE REDESIGN
The challenge was flipping a major city map on its head. What used to be a massive combat zone you cleared of enemies now needed to work as an empty canvas that gradually filled with your own units as a secondary base.
I had to rethink spaces originally designed for firefights and make them feel purposeful when empty, then meaningful as they slowly populated with friendly units. The trickier part was finding new combat encounters in areas that were never meant for fighting. I repurposed back alleys and rooftops that players previously ignored, turning them into tactical chokepoints and ambush sites.
HUB DESIGN
The challenge was designing a hub that worked as combat zones, then tribal territories, then cutscene stages showing the transformation between all three states.
I built modular spaces with anchor points where tribal elements could naturally slot in after combat cleared them. Working with cinematics meant ensuring key transformation moments had good sightlines and camera angles built into the layout.
MY ROLE
Improved visibility/readability across the campaign:
MY ROLE
Embedded new content into existing levels: