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Game Project

Superfuse

Developer

Stitch Heads

Publisher

Raw Fury

ROLE

GENRE

Engine

Level Designer

Game Designer

Action RPG

Unreal Engine 5

DESCRIPTION

Superfuse is a hack-and-slash, Action RPG that is a love letter to Diablo 2 with a unique Fuse System which allows you to hyper-tailor your hero’s skills based on your unique play style.​​​​​​

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Key Contributions

During my time on Superfuse, I worked as a level designer tasked with building procedurally generated levels from start to finish. In addition, I developed tools and features to assist with level and quest creation. I was also responsible for designing and creating end game modes and content.

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​Designed procedurally generated levels while collaborating with gameplay design, art, and narrative to integrate related features.​​​

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Developed tools for level generation using Unreal Engine Blueprinting.

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Improved technical systems such as culling, level generation, and chunk generation.​

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Polished, balanced, and finalized all levels including design, generation, procedural features, and even contributed to set dressing.

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Contributed to designing and implementing quests ensuring solid integration with procedural levels.​

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Developed post game content and game modes outside of the main campaign.​

Level Design

Level Design

Overview

In Superfuse, levels are procedurally generated by assembling modular "chunks", or pieces of the level. I was responsible with creating the levels from concept to release ready.

The system we used was expansive but it had its limitations, so the level design team and I modified the system. We pushed it to the limits, designing and creating new tools for it, and developing unique ways to use it within the project. The system became much more configurable, allowing more flexibility, control, and creativity.

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Blueprinting

Blueprinting

Level Generation Tools

Implementing levels in Superfuse often requires me to design and implement tools for procedural level generation. I would either design the tools and collaborate with tech to implement or I would blueprint tools to augment or change the level generation system.
 

Some of the tools I worked on included:

  • Systems for dynamically changing parts of the level based on generation.

  • A system which bordered the levels with uniquely designed chunks for better feel and gameplay improvements.

  • Tools to guide the level generation's decision making on which chunks to choose and which direction to generate in.

  • Tools to limit which chunks may connect and how they may connect.​

  • A tool which dynamically modifies the chunk based on connections.

  • Culling systems.

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In many of these cases I had taken it upon myself to propose, champion, and implement these tools.

Promotional Material

Promotional Material

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