
W. Mikael Romo
Level Designer
Shipped Titles
Immortals of Aveum (on console and PC) is a AAA first-person magic shooter made with Unreal Engine 5
● Prototyped and iterated on multiple sections of levels focusing on traversal and combat
● Rewarded player exploration and problem-solving with puzzles and loot-box challenges
● Scripted quests, objectives, and triggered events to direct the player’s experience
● Collaborated with environment artists to bring levels to life and solve level/art bugs
● Coordinated with multidisciplinary departments to implement cinematics, VFX, & lighting
Pet Collector
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 layouts
● Elevated the mood of the levels through set-dressing and lighting passes
● Collaborated with game design and engineering to generate game features
● Coordinated with art department to scope and itemize level-art props
● Triaged level bugs with QA during and after level production
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
● Designed large top-down exterior combat layouts featuring enemy hordes
● Scripted elimination, defense, and story-based combat objectives
● Macro set-dressed large outdoor environments to achieve aesthetic goals
● Coordinated with QA to ensure levels were bug-free and performant
Flicker of Hope (on Steam) is a stealth-suspense game developed with an 18-person team using Unreal Engine 4.
● Designed stealth-based interior layouts within a medieval setting
● Applied principles of visual composition to lead the player throughout the map
● Set-dressed interior environments and performed atmospheric lighting passes
● Scripted moments of stealth and tension by leveraging AI patrols and cover-systems
● Created production-value moments by scripting custom 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
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Prototyped puzzle mechanics and developed the level from whitebox to completion
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Modeled assets in Maya as part of key architecture and puzzle elements
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Scripted puzzle functionality and triggered events using Blueprints