ARCADEGEDDON (2019, UE4)

PS5, PS4, Xbox Series, PC

Arcadegeddon is a cooperative multiplayer, third-person shooter developed by IllFonic. The game blends elements of arcade games, fast-paced action, and roguelike mechanics. Set in a world where a local arcade is under threat from an evil tech company, players dive into digital environments to save the arcade by defeating various enemies and bosses.

A key feature of the game is its dynamic level design. Each dungeon is procedurally generated, offering a fresh experience for every playthrough. The environments are inspired by retro-futuristic aesthetics with a mix of urban, industrial, and digital landscapes. 

The levels are designed to be arena-like with multiple paths to navigate ways to traverse. This creates opportunities for strategic exploration and combat. Environmental hazards and traps are scattered throughout the maps, adding to the challenge. Players face waves of enemies that never stop while they manage a variety of weapons, power-ups, and abilities. Doing all this while trying to get a high score. As they progress the difficulty increases, encouraging teamwork and coordination. 

Overall, the level design in Arcadegeddon provides a mix of exploration, action, fast-pacing, and strategy. This ensures that players remain engaged with constantly evolving spaces and combat.

My role on Arcadegeddon was Level Designer, I worked on the project from preproduction to ship (2019-2022).

Level Design

  • Designed dozens of visually appealing, gameplay-driven spaces for procedurally generated dungeons

  • Developed distinct architectural landmarks (parks, subway stations, hospitals, malls, etc.) that enriched the game world’s visual storytelling and combat scenarios

  • Crafted compelling levels by integrating verticality, alternate pathways, arena-like spaces, and points of interest to encourage exploration

  • Used Unreal Engine to prototype, iterate, and polish levels

  • Collaborated with artists and programmers to ensure levels were visually cohesive while aligning with technical requirements

  • Played a key role in creating dynamic procedural levels, establishing modular level tiles and logic-driven layouts for high replayability

Encounter/Combat Design

  • Implemented and tested spawn points, checkpoints, and level progression mechanics to balance difficulty and engagement

  • Designed encounters that combined diegetic storytelling with tactical challenges

  • Integrated interactive elements and environmental hazards (e.g., destructible cover, traps) into encounters

  • Balanced enemy placement

  • Worked with other disciplines to create encounters that fit within the diverse environments

  • Iterated on weapon balance and progression

  • Contributed to the integration of minigames, ensuring they were engaging for cooperative and competitive play

Collaborative Skills

  • Demonstrated strong communication within the team, providing feedback and contributing to problem-solving in a fast-paced environment

  • Proactively adjusted to shifting project needs and ensured solutions aligned with team goals

Technical Skills

  • Proficient in Unreal Engine

  • Familiar with visual scripting (Blueprints) for prototyping and procedural generation tools

  • Experienced in using modular and procedural design principles

Market level tile from Downtown

Spinning fans level tile from Mainframe

Cave arena and ship wreck end level in Mystic Isles