My name's Íker, and I craft levels.
For me, gameplay is king. I design taking special care of game systems and metrics, building engaging experiences with carefully designed pacing, while also accounting for elegant solutions and opportunity cost.
For me, gameplay is king. I design taking special care of game systems and metrics, building engaging experiences with carefully designed pacing, while also accounting for elegant solutions and opportunity cost.
Half-Life 2 custom level - Solo Project (W.I.P.)
> Encounter design and scripted events as the main focus.
> Believable spaces that effortlessly guide the player.
> Leverage game's mechancics and systems for emergent gameplay.
Third-Person Puzzle / Adventure (UE5) - Acariño Games
Designed and developed 3 open-world areas.
Owned all game puzzles to improve UX.
Redesigned and developed game's central hub.
Adjusted game's progression and pacing.
Created and maintained design documentation.
Thief 2 custom level - Solo Project
Stealth encounters with player agency as a priority.
Account for the challenges non-linear levels create.
Holistic experience (Gameplay + Story + Worldbuilding)
Isometric Puzzle / Adventure (UE5) - Team Size: 6
Developed all featured levels; from early pre-production to release, and post-launch support.
Worked closely with other departments to define and champion creative vision.
Studied and iterated over playtesting data.
Lead level design and sound design departments.
These projects do not represent my current skillset, but they do show my process and progress over the years. You can find them clicking here.