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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.

SHOWCASE YEAR

2026

GAME GENRE

FIRST PERSON SHOOTER

SOFTWARE USED

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AVAILABLE ON

PC

MIRO

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GAMEPLAY MECHANICS

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