top of page
wait.jpg
image.png

Permanent

The Architects Republic

February 2025 - Now

Game Design / Level Design

Context

Following the King of Meat project commissioned by Glowmade, I continued my contribution for The Architects Republic for their internal project “C3”.

Team size: ~20 people

Game engine: Unreal Engine 5

Type: Adventure, Narrative

TÂCHES

Game Design :

  • Writing design documentation for developers and artists:

    • Level Design documentation

    • Gameplay features and level mechanics

    • 3C Design

    • Player Journey, staging intentions and gameflow

    • Boss Design and confrontation scenarios

  • Definition of gameplay intentions and player experience through progression, pace and readability

  • Quick prototyping of gameplay elements, mechanics and player interactions

  • Collaboration with the technical team to ensure the feasability and stability of the features

  • Features integration and tuning directly in-engine

​

Narrative Design :

  • Creation of narrative paths supporting the player's emotional and gameplay progression

  • Environmental Storytelling through:

    • architecture

    • visual composition

    • spripted events

  • Collaboration with the narrative team and audio to enhance immersion and  orld coherence

  • Fine tuning narrative rhythm, silences, tension et emotional staging

  • Adaptation of narrative intentions to production constraints and emerging player behaviors

Level Design:

  • High-Level design of levels: structure, rhythm, onboarding and rennwal of gameplay situations

  • Macro and micro gameflow creation in Unreal Engine 5:

    • combat and exploration pacing

    • anticipation of player behaviors

  • Realization of complete blockouts:

    • macro layout

    • micro spatialization

    • player navigation

    • lignes of view and readability

  • Level owner developed independently from the design phase to the polish

  • Implementation of encounter scenarios and scripting of dynamic gameplay situations

  • Creation and maintenance of Level Design templates to standardize production:

    • gameplay modularity

    • greybox kits to speed up iteration and ensure consistency between levels

  • Prototyping gameplay elements and encounter scenarios, from proof of concept to the almost final stage

​

Player Experience:

  • Animation and follow-up of internal / external playtests sessions and analysis of feedbacks to refine mechanics and levels

    • the readability and understanding of mechanics

    • the pace and difficulty

    • the orientation

  • Quick iteration on the levels and mechanics according to the feedback gathered

  • Balancing of the learning curve and continuous improvement of the player experience

OTHER PROJECTS

© 2026 by Laura Henriques

  • LinkedIn
  • TikTok
  • Itchio
  • Instagram
  • Bluesky
bottom of page