W. Mikael Romo
Level Designer
​
​Immortals of Aveum (on console and PC) is a AAA first-person magic shooter made with Unreal Engine 5
​
-
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​​
​
​
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.
​
-
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
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
​
• 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
Flicker of Hope (on Steam) is a stealth-suspense game developed with an 18-person team using Unreal Engine 4.
​
• 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
​• 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
-
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