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W. Mikael Romo

Level Designer

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​Immortals of Aveum (on console and PC) is a AAA first-person magic shooter made with Unreal Engine 5

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  • Iterated on combat encounter implementation based on leadership input and user feedback

  • Rewarded player exploration and problem solving with puzzle design

  • Scripted quests, objectives, and triggered events to direct the player’s experience

  • Collaborated with environment artists to bring maps to life and solve bugs requiring negotiation of art and design

  • Coordinated with multidisciplinary departments to implement cinematics, art, VFX, & lighting

  • Addressed bugs and other issues brought up by QA; provided team with clear repro steps for issues I noticed on my own​​

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Pet Collector (on Roblox) is a PVP game where up to 12 players in a match must protect their pet while hunting for other players’ pets.

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  • Conceptualized, prototyped, and tested numerous arena-style PVP levels

  • Collaborated with game design and engineering to generate game features

  • Coordinated with art department to theme and set dress levels

  • Triaged level bugs with QA during and after level production

  • Provided live-ops support for levels

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Curse of the Deadwood (on Steam) is a couch co-op twin-stick shooter made with Unity where you cut, blast, and smash your way through hordes of wooden zombies

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• Implemented satisfying gameplay through combat design
• Scripted elimination, defense, and story objectives
• Coordinated with QA to document bugs and ensure levels were bug-free
• Set dressed large, outdoor environments

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Flicker of Hope (on Steam) is a stealth-suspense game developed with an 18-person team using Unreal Engine 4. 

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• Owned the level design process for two sections of the game, from whitebox to shipping

• Implemented moments of stealth and tension by leveraging AI patrols and cover systems

• Integrated a spline camera system into level pathing to enhance visibility of player pawn and objectives
• Solved level scale challenges by testing camera distances and balancing negative/positive space
• Created production-value moments within gameplay by scripting triggered events and cinematics using Blueprints

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​•    Prototyped combat encounters and implemented cover system
•    Implemented lighting passes to achieve an atmosphere resonant with the tone of the gameplay
•    Scripted enemy spawning, waves, and environmental hazards using Blueprints

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  • Prototyped puzzle mechanics and developed the level from whitebox to completion

  • Modeled assets in Maya as part of key architecture and puzzle elements

  • Scripted puzzle functionality and triggered events using Blueprints

 
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