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Guilherme Martins
Level Designer I World Designer
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Souls Like Design - Project Dragon's Grave
Role: Level Designer / World Builder Tools: Unreal Engine 5, Maya 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 deliberate strategic decisions. The level is set within a dark fantasy world, where narrative con
Guilherme Martins
14 hours ago3 min read


Open World Design - Project Caos
Role: Level Designer / World Builder Tools: Unreal Engine 5, Maya 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 environmental psychology to support intuitive navigation, spatial awareness, and exploration wit
Guilherme Martins
14 hours ago4 min read


Calamity Zone - Social Hub + Roguelike Arena
Role: Level Designer / World Builder / Content Designer Tools: Unity, ProBuilder, Maya 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 engagement. Environmental storytelling and strong thematic cohesion were use
Guilherme Martins
14 hours ago4 min read


Open Veins - The Mourning Forest
Role: Level Designer / Game Designer Tools: Unreal Engine 5, Maya Gameplay Demo Summary - Overview: This level focuses on introducing new gameplay elements through exploration, combat, and player agency. Players enter a forest region under threat from overseas invaders whose weapons are actively destroying the environment. The experience is structured around fast pacing, constant decision making, and the discovery of new mechanics, NPCs, and lore. As players progress, they u
Guilherme Martins
4 days ago5 min read


Open Veins - Iurupari The traitor
Role: Level Designer / Game Designer Tools: Unreal Engine 5, Maya Gameplay Demo Summary - Overview: Iurupari the Traitor is a zone level built around tension, discovery, and confrontation. The experience is structured as a journey into a hostile and corrupted space where exploration and environmental clues guide the player toward escalating encounters and, ultimately, a decisive boss fight in a dungeon-driven area. The level blends navigation challenges, curated combat scenar
Guilherme Martins
5 days ago4 min read


Open Veins - Aramandá Queimada
Role: Level Designer / Game Designer Tools: Unreal Engine 5, Maya Gameplay Demo Summary - Overview: This area (Aramandá Queimada) is a central hub level designed for an ARPG game, functioning as a safe zone where players can recover, learn core mechanics, progress their character, and engage with the game’s world and narrative. The hub acts as a bridge between combat-heavy areas, providing a space for experimentation, preparation, and reflection. Through layout, landmarks, an
Guilherme Martins
5 days ago3 min read
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