
Michael Fadare - Game Designer
Mystic Realms

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
Want more details on the development process?
Click down below to view the documentation related to my development.
UEFN Level
Features
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The level is purely enspired from Call of Duty Zombies where the player has to survive waves of zombies
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Each sections include a gradual increase in difficulty wether that be the number of enemies or the types of enemies.
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There are a number of guns and unlockables scattered across the map to balance the overall difficutly of the level.
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As the enemies are defeated I reverse implemented the pickups from Call of Duty Zombies such as the Max Ammo and the Instakill
Doom 2016 Level
Features
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Wave-Based Encounter Structure designed to test player skill, positioning, and resource management over time.
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Progressive Difficulty Scaling, with encounters increasing in intensity through enemy variety, spawn placement, and combat pressure.
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Deliberate Weapon and Pickup Placement, planned to encourage meaningful player choices, risk–reward decision making, and balanced pacing.
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Core Level Design Principles, including clear player flow, readable combat spaces, controlled sightlines, and purposeful arena layouts.
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Thorough Pre-Production Planning, supported by a detailed Level Design Document (LDD) outlining layout, progression, encounters, and mechanics.
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Iterative Playtesting Process, using frequent test sessions to evaluate pacing, difficulty balance, and overall player experience, followed by targeted refinements.