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HYPERFIST

HYPERFIST is a fast-paced, comic-styled, first person melee action game focused on punching, grabbing, and other hand-to-hand combat. 

Role: Level and Encounter Design 

Project Status: Ongoing (2026 Release)

​Tools Used: Unreal Engine 5, Excalidraw

Steam Wishlist: CLICK HERE

Below is a detailed description of my process of Level Design contribution.

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Level Layouts

- Workflow starts with communicating with environment artists to have a collaborative vision of what our levels should look like.

- Come up with types of locations (suburbs, cities, etc) and landmarks or hot spots that help those locations to stand out.
(Involves research, attaching reference images to the layouts, etc.)

- I make it a point to ensure that the layouts are readable, so that every person in the environment team can understand the general plan for the levels.

Whiteboxing/Blockouts

- Blockout process starts by using simple grid-textured boxes to create a basic 3D representation of the Layout. 

- Textured models of buildings and props are imported into the level.

- Encounters are added to the level and playtested.

- A scale pass is done to reduce the overall size of the level and the props to add a sense of realism.

- A second pass of prop placement is done to fill the level space and make it more believabl

Encounter Design

Aside from moment-to-moment encounters and combat scenarios, the game consists of arena-style gameplay with multiple waves of enemies. This helps to break up the flow of the game by having the player fight in a gated combat arena, where the skills they have learned thus far are put to the test through expansions and evolution. This also allows the environment team to make eye-catching landmarks for combat spaces, helping those locations to stand out. 

Encounter Layouts

- Encounter layouts are made to create a mental image of how the combat space should flow, when and where enemies should spawn, etc.

- Simple blockouts of those spaces are made using Unreal's modeling tools.

- Artists go in and replace blockouts with polished models with textures

- Wave-based enemy spawning is implemented with varying levels of difficulty

- Encounters are playtested extensively and iterated upon

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