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About

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I’m a Computer Games Design graduate from Staffordshire University, specialising in game and level design with a strong focus on player experience.

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I enjoy designing engaging gameplay systems and levels that feel responsive, readable, and rewarding to play. My strengths lie in gameplay design, level design, systems thinking, and UI functionality, with hands-on development experience using Unreal Engine 5 (Blueprints & C++), Unity (C#), and UEFN.

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Across both solo and team projects, I’ve worked closely with artists and designers to shape immersive worlds, prototype mechanics, and iterate on gameplay through playtesting and feedback. I place strong value on iteration, clear documentation, and collaboration, and I enjoy breaking down complex ideas into practical, playable solutions.

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I’m currently seeking my first role in the games industry where I can continue developing my skills, contribute meaningfully to a design team, and grow within a professional studio environment.

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Projects

Mystic Realms

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About: Mystic Realms was my final-year university project: a 2D fantasy platformer designed to gradually introduce mechanics as the player progressed. My goal was to create a game with a clear onboarding experience, smooth level pacing, and responsive combat. While not my strongest project, it taught me valuable lessons in scope, iteration, and project planning that have shaped the way I approach design now.

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Contributions: Solo Developer (Scripting, Game Design, Level Design, Sound Design, Playtesting)

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Engine and tools: Unreal Engine 5.4

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Timeframe: 16 weeks

Multiplayer Level Design Project

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About: For this project, I designed a multiplayer King of the Hill map using the Hammer Editor for Team Fortress 2. My focus was on creating balanced sightlines, choke points, and spawn layouts to support competitive gameplay. The map was iterated through playtesting to refine flow, ensure fairness across teams, and enhance player engagement.

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Contributions: Game Designer/Level Designer/Playtester

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Engine and tools: Valve Hammer Editor/ Doom SnapMap Editor

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Timeframe: 8 weeks

C++ In Unreal Engine 5

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About: This project was a top down wave-based combat game built entirely in Unreal Engine 5 using a mix of C++ and Unreal Engine’s Blueprints. I implemented systems for enemy spawning, health management, player abilities, and escalating wave logic. Through my own playtesting, I refined balance and feedback loops to create a simple but progressive challenging gameplay experience. This project deepened my understanding of using C++ within Unreal Engine 5.

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Contributions: Solo Developer (Programming, Game Design, Audio)

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Engine and tools: Unreal Engine 5.4 (Blueprints and C++), Jetbrains Rider IDE

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Timeframe: 8 weeks

Experimental Level Design Project

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About: For my experimental level design module, I demonstrated my skills by creating maps in two different engines. In UEFN (Unreal Editor for Fortnite), I designed a layered environment with progression-based weapon unlocks and path accessibility inspired by Call of Duty Zombies. For my second engine, I chose the SnapMap (DOOM 2016) Editor to develop a high-intensity combat level emphasizing rhythm and smooth room transitions. I playtested both levels extensively to optimize pacing and player engagement, and created a level design document for the DOOM level.

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Contributions: Solo Developer (Scripting, Game Design, Level Design, Sound Design, Playtesting)

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Engine: Hammer Editor, DOOM 2016 Snapmap Editor

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Timeframe: 8 weeks

Midnight Taxi

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About: Midnight Taxi was a collaborative project developed by a multidisciplinary team, centered around creating a narrative-driven urban experience. The game placed players in the role of a late-night taxi driver, navigating a eerie city atmosphere while interacting with shady passengers and storylines.

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Contributions: Game Designer/Level Designer

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Engine and tools: Unreal Engine 5.4 

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Timeframe: 8 weeks

Cat-thulu

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About: As part of a multidisciplinary team, I contributed to Cat-thulhu, a single player game created in Unreal Engine 5 where you play as a cat fishing to feed their village. My main responsibilities were in level design and UI functionality, with additional support in game design.

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Contributions: Game Designer/Level Designer

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Engine and tools: Unreal Engine 5.4 

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Timeframe: 8 weeks

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