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EXPERIMENTAL LEVELS

CONCEPT

For this project, the aim was to deliver two levels, using different level editors, focusing on new, experimental mechanics

For both of these levels, I have researched and explored the idea of the "mimic".

FORTNITE LEVEL

For the Fortnite level (UEFN), I drew inspiration from the Roman villa of Emperor Hadrian, creating an environment filled with statues that players can blend into.

The core experience is built around a playful hide-and-seek dynamic: players move through the ruins, identify opportunities to conceal themselves, and transform into statues to deceive and surprise enemies.

The level therefore uses the environment not simply as scenery, but as an active part of the gameplay. The placement and repetition of statues creates opportunities for players to make decisions about where to hide, when to move and how to use the environment to their advantage.

The aim was to create an experience that feels fun, surprising and immediately readable, while demonstrating how environmental design can support a mechanic and generate emergent player interactions.
Link to Miro

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 














HOTLINE MIAMI LEVEL

For this level, my design objectives aimed to build upon the concept of the mimic, as explored in the preceding UEFN level.

For the Hotline Miami level, I adapted the mimic concept into a completely different setting and gameplay context.

Rather than simply reproducing the previous level, the exercise challenged me to consider which principles of the mechanic were essential and how they could be translated into a new environment.

The level explores how environmental composition, room layouts and the positioning of interactive elements can support the mimic mechanic while creating a different player experience. This required reconsidering the relationship between player movement, visibility, encounter spaces and opportunities for deception.

The project demonstrates my ability to adapt a core design idea across different contexts, making deliberate changes to the level structure and player experience rather than treating the mechanic as a fixed solution.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

LEVEL DESIGN DOCUMENT

 

 

 

 

 

 

 

 

 

 

 

 



 

 

 

 

 

 

 

 

 

 

 

 

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ENGINE

UEFN
Level Editor (Hotline Miami 2)

 

MODULE

Experimental Level Design

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©2025 by Carola Pettinato.

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