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Guilherme Martins
Level Designer I World Designer
All Posts


Open Veins - Tupi-Guarani Mythology Action-Adventure / Roguelike
Role: Senior Level Designer / Game Designer Tools: Unreal Engine 5, Maya Studio: 1% Games Studio IP: Open Veins Genre: Action-Adventure / Roguelike Platform: PC Demo Gameplay Level Design System Breakdown Part 1 - World Design: Macro Structure Overview Open Veins is an Isometric Action-Adventure / Rogue Like built on Tupi-Guaraní mythology, One of the richest and least-explored mythological traditions in game design. The world is structured as a living territory of sacred

Guilherme Martins
Mar 613 min read


Underworld Gang Wars - Hotspot Design
Role: Senior Level Designer Tools: Unreal 5, Maya Studio: Mayhem Studios IP: Underworld Gang Wars (UGW) Gender: Battle Royale Platform: Mobile Gameplay Demo Explanation of Design Concept 1.1 Overview: This level represents the core hotspot area of an open world map, built around an industrial complex with war gangster atmosphere. The goal is to create a high-intensity combat zone that blends verticality, traversal risk, and layered combat readability within a chaotic yet read

Guilherme Martins
Mar 56 min read


Dragon's Grave - Souls Like Design
Role: Senior Level Designer / Game Designer Tools: Unreal Engine 5, Maya Studio: 1% Games Studio IP: Project Dragon's Grave Gender: Action-adventure Platform: PC Gameplay Demo Summary - Overview: This project is a fully playable Souls-like level designed to emphasize exploration, combat pacing, and environmental storytelling. The area blends interconnected pathways, high-risk encounters, and moments of safety, encouraging players to learn the space, manage tension, and make d

Guilherme Martins
Mar 43 min read


Project Caos - Open World Design
Role: Senior Level Designer / Game Designer Tools: Unreal Engine 5, Maya Studio: 1% Games Studio IP: Project Caos Gender: Action-adventure Platform: PC Gameplay Demo Summary - Overview: This project is a fully playable urban district designed using Kevin Lynch’s Five Elements of City Imageability (Paths, Edges, Districts, Nodes, and Landmarks) as a foundation for creating a clear and memorable player mental map. The level applies principles of cognitive mapping and environmen

Guilherme Martins
Mar 34 min read


Fortnite UEFN - Hotspot Design
Role: Senior Level Designer / Game Designer Tools: Unreal Engine / Fortnite UEFN Studio: Epic Games IP: Fortnite UEFN Gender: Third Person Shooter / Battle Arena Platform: PC Summary Overview: King of City is a PvP-focused urban combat map designed to blend fast-paced team deathmatch gameplay with stealth-oriented tactics within a stylized Japanese-inspired cityscape. The map emphasizes verticality, cover density, and spatial awareness, allowing players to choose between agg

Guilherme Martins
Mar 27 min read


CS:GO - Deathmatch Design
Role: Senior Level Designer / Game Designer Tools: Source Engine Studio: Valve Corporation IP: Counter-Strike: Global Offensive (CS:GO) Gender: Frist Person Shooter Platform: PC Gameplay Demo Summary Overview: This project is a fully playable deathmatch training map built around a 360-degree combat arena, designed to support short, medium, and long-range engagements within a single cohesive space. The level functions as a skill-training environment, allowing players to pract

Guilherme Martins
Mar 25 min read


Highstreet World: Calamity Arena - MMORPG + Roguelike Arena
Role: Senior Level Designer / World Designer Tools: Unity, Probuilder, Maya Studio: Highstreet IP: Highstreet World Gender: MMORPG/ Roguelike Platform: VR/PC Sumary - Overview: This project is a fully playable gameplay zone composed of a roguelike-inspired combat arena and an adjacent external lobby space. The area was designed to balance high-intensity combat with social interaction and narrative discovery, supporting both moment-to-moment gameplay and long-term player engag

Guilherme Martins
Feb 114 min read


Highstreet World: Highstreet City
Role: Senior Level Designer / World Designer / Content Designer Tools: Unity, Probuilder, Maya Studio: Highstreet IP: Highstreet World Gender: MMORPG/ Roguelike Platform: VR/PC Gameplay Demo Summary Overview: This project is a fully playable urban district designed to emphasize navigation clarity, spatial memory, and environmental storytelling. The area combines cinematic world logic with Kevin Lynch's five elements of urban form - Paths, Edges, Districts, Nodes, and Landmark

Guilherme Martins
Feb 65 min read


Highstreet World: Building & Shop System
Role: Senior Level Designer / World Designer / Content Designer Tools: Unity, Probuilder, Maya Studio: Highstreet IP: Highstreet World Gender: MMORPG/ Roguelike Platform: VR/PC Gameplay Demo Summary Overview: This system focuses on the development of a building and shop creation system for VR and games, designed to emphasize spatial clarity, immersion, and environmental storytelling. The system merges cinematic world logic, inspired by Bruce Block's The Visual Story, with int

Guilherme Martins
Feb 66 min read
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