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FREQUENCY ZERO
ROLE
LEAD LEVEL DESIGNER
ABOUT THE PROJECT
Worked on Frequency Zero, a first-person shooter built around a unique EMP-based vision mechanic, as the Lead Level Designer. Designed and structured levels around the player’s inability to see normally, using environmental cues, enemy encounters, traps, pacing, and spatial design to create tension and challenge.
Focused on making the levels complement the core gameplay loop forcing players to read the environment through brief EMP pulses, react quickly to threats, navigate security systems, and survive mutated enemies. As Lead Level Designer, I helped shape the overall level flow and player experience while ensuring the environments supported the game’s narrative and unique visual identity.

GAMEPLAY MECHANICS

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