Unreal Engine 5 | Environment Artist | Level Designer
(Controller Required)
Game Description
A 3D third-person sports PC game that captures the free spirit and fun of extreme pogosticking.
In the game, players take on the role of Bucky, a pogo enthusiast, navigating the map and collecting items to join the pogo festival in the town.

My contribution to the team
- For the level design, built two levels for story mode of the game in UE5. Also, designed specific gameplay mechanics within the levels and implemented basic functionality using blueprints.
- For the environment art, created 3D models as per the level art requirements and completed the environment art based on the level blockout.
ENVIRONMENT ART
Bucky House


Pogo Yard


Pogo Town




Pogo Festival Stage


LEVEL DESIGN
– Design Principles
- Pogo sticking focuses on vertical over horizontal movement.
- Levels should feature compact spaces and stacked objects for vertical variety.
– Map Sketch






– Game Levels
1. POGO YARD


1.1 Level Description
- A linear level with a designated path, guided by collectible coins.
- Clear guidance helps players focus on mastering movement mechanics rather than pathfinding.
1.2 Gameplay

Players begin their journey in front of the Bucky House and must make their way to the entrance of Pogo Town. To reach their destination, they need to navigate through the Pogo Yard, collecting coins along the way.
1.3 Early Graybox


1.4 Final Version


2. POGO TOWN


2.1 Level Description
- A non-linear, open mini-level.
- Encourage players to use the skills they have learned to freely explore and play within the level.
2.2 Gameplay

After entering Pogo Town through the entrance from the Pogo Yard, players must find and collect all eight items scattered across the map before performing on the festival stage.
2.3 Early Graybox


2.4 Final Version


– Modular Design
Some modular designs I created to expedite the transition from level design to environmental art.






