
CGMA Level Design
3 Levels From My time at CGMA
In early 2025, I had the amazing opportunity to attend CGMA’s Level Design for Games Course. It was an intense 10-hour workshop that I highly recommend. I learned a great deal more about level design, player psychology, quest design, and many other topics. The following are 3 of my favorite levels I constructed for the course. Each level was created with a 1-week time limit.
Jungle Level
For this level, our mission was to create two different routes for the player, which would eventually converge into the main route. It was up to us to make both routes engaging and rewarding. The last part of the task was to sell the concept of a jungle area using only blockout meshes and colors.
Dreamworld Level
The primary objective of this assignment was to practice our platforming-level design skills, creating a fun-to-traverse environment where the player could utilize both jumping and flying mechanics to explore and reach the goal. For my level, the goal was to reach the top of the windmill tower, where a special someone would be waiting for you. I created 3 different player paths to the main objective. My favorite was hitching a ride on the Air Ship!
Toy Room Level
One of my favorite levels I worked on for my CGMA Level Design course. The goal here was to nail down scale for a tiny player in a giant world. It was a blast just having fun making a kids' room with toys everywhere, like a scene from Toy Story. I even added a little extra NPC spider to give the player a fun discovery, as well as 2 different routes to get to the objective. Throughout the level, I placed little striped strings to provide the players with landmarks that reassure them they are heading in the right direction.
