Codename: Phantom

The game is available to play on Steam.


Codename: Phantom is a VR shooter developed for HTC Vive and Oculus Rift headsets on Unreal Engine 4. The project was developed in about 6 months, with most of my responsibilities covering level design duties.

I was responsible for creating all level layouts by creating whitebox 3D environments, iterating on multiple changes in design and constantly relaying information between artists and programmers on the visuals and gameplay functionality of the game. Most of this work involved creating mockup models in Maya and spending lots of in Unreal Engine 4 – blocking out environments, establish level scope, lines of sight and world scale guidelines.

Other personal work involved structuring all levels with enemies and interactive objects and activating certain gameplay logic through scripting (Blueprints).

Below are some screenshots of the work I’ve done on the game (excluding enemy/blueprint placement for levels):

TopDown_AreaBreakdown
Very early layout of the game’s Cellars layout, when I conveyed its concept as one whole area.
Cellars_Whitebox_3
Early whitebox version of the game’s Cellars area.
Cellars_Whitebox_1
Final whitebox version of a section of the game’s Cellars area. (1)
Cellars_Whitebox_2
Final whitebox version of a section of the game’s Cellars area. (2)
Cellars_Final
Finalized version of the game’s Cellars area. (all models and texturing are the work of artists from the development team)
Metro_Blockout_1
Early whitebox version of the game’s Metro area. (1)
Metro_Blockout_2
Early whitebox version of the game’s Metro area. (2) (Train models created by another team member)
Metro_Final_1
Finalized version of the game’s Metro area. (all models and texturing are the work of artists from the development team)
Corridors_Waves_Spawns
Top down design of a detonator/spawner mechanic that wasn’t released with the final product.
Metro_Final_2
View of the game in action, in one of the Metro levels. Showcases some verticality in the zone’s layout.