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W. Mikael Romo

Level Designer

Shipped Titles

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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

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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

● 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

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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

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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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