Hey folks, I'm Eric Chocholacek, an aspiring Level Designer! My main strengths are creating level blockouts with an established visual language, emphasis on spatial composition, and focus on invisible hand design.
💼Portfolio: https://t.co/AeB4R4RGaD
#PortfolioDay#LevelDesign
Introducing: The Facility
First sighting of this auspicious location, and the situation is not looking ideal.
Thankfully, there is still room for a pun, courtesy of Captain Awkney's trusted colleague, Chiseldene.
Would you like to hear more puns from Chiseldene?
Establishing first contact is no easy task, especially when your target is lot taller than you. And louder. And you don't speak their language.
Follow Captain Awkney as he explores a world that may feel familiar, but is a lot more threating from a tiny point of view.
MeshBlend is finally here! 🥳
So proud to finally release what I've been working on for 16 months!
MeshBlend brings next generation blending to Unreal. Easy to use, fast and great quality!
Available on @fab for @UnrealEngine now!
#gamedev#unrealengine#ue5
Happy #Blocktober! Here's a look at the evolution of the Mountain Pass map—from its early blockout stage to its current frosty form. ❄️
Watch how it snowballed into something cool! 🧊
#gamedev#ShowcaseThursday#WardensRising
My passion for level design never fades. Even though I’m currently managing the "@polarisGameStd" team, I still find time to join the design team whenever I get a chance. Our team’s project is in the production phase, and we will be sharing more news about it soon. #Blocktober
I decided to work on a Level doc today on and off for the Spider-Man level. I need to add a few more points and touch up something and then will be done with the doc. Level is still WIP, I'll move on to adding in some scripted events/gameplay. #Blocktober#leveldesign
#Blocktober Designed a beautiful level in our game without concept art, focusing on teaching mechanics, balancing rhythm, and creating a sense of vastness with two kids in a large world. Big thanks to Mohammad, Negin, and Sobhan for their amazing work in art & cameras.
Hi everyone, first time posting! 👋
My environment is based on a exterior from Dunwall Whiskey Distillery mission (Dishonored 1).
Currently working on the advanced blockout.
These are the modular buildings and props I´ve been developing lately.
Mentored by @javiskau
Happy #Blocktober ! Today, sharing a look into the Level Design for Svartalfheim’s Nidavellir Port location in #GodOfWarRagnarok . This arena was a blast to design—collaborating with @DaNightTrain & seeing it come to life with the incredible work of everyone at @SonySantaMonica
Also today, sharing a look into the Level Design for Svartalfheim’s Pitmine location in #GodofWarRagnarok . This level was a lot of fun to help contribute to and an immense effort by everyone at @SonySantaMonica
Happy #Blocktober! Will be posting some gameplay and systems design from #GodOfWarRagnarok here!
I got the amazing chance to work on so many little narrative moments across the game in #GodOfWarRagnarok. Lets look at the Train Align minigame moment today!
@DaNightTrain , while working on the level wanted to invoke the feeling of someone spotting you when parallel parking (lol) and so we did!
We had to make sure the player always had the choice to agree/disagree with Atreus’ directions, while still maintaining a max time for the minigame. This led us to design it so the train actually started and ended in the same location 😉 in order to guarantee the number of moves the player could do (hence the camera angle). While this limited the steps, we still had to have unique game states for each time you visited those alignment locations.
Can’t end this post without calling out the months and months of back and forth and amazing animation and tech help from @Adams_Animator to accomplish so many interdependent syncs!
Time to catch up on some Blocktober posts!
#Blocktober Day 4: "Containment"
A symmetrical 4v4 arena, drawing inspiration from fast-paced shooters such as Quake. This project focused on exploring and refining level design techniques specifically tailored to PvP.
#leveldesign
#Blocktober Day 5: This one is coming out of my graveyard of possible projects. I was looking at taking a portion of an Apex map and doing a redesign of a POI. I ended up with this recreated Blockout of Thermal Station. I really wanted a fairly to scale version to start with.