Level Designer

Me, Myself & Zombie


Level Design & Game Design

When creating the levels our workflow consisted of 3 steps. We first used photoshop to make a basic layout of how we wanted it to look. We also decided where certain items are going to be picked up and where the player is able to move. The next step for us level designers were to create a scene in Maya, we blocked everything out and assigned certain materials meaning different things. The next step was for the artists to replace everything in the level with final models and textures.

Me, Myself & Zombie is a Point & Click adventure game set in Sweden. You play as Lisa, a young girl who gets infected and searches for a cure. With not much time left, she slowly starts to turn...

During this project, we used a node-based navigation system. At first, we were supposed to place out all the nodes individually, writing down which node connected to which. As I knew we would need hundreds of nodes for each level, this would take too long. I talked to a programmer and explained the problem. The next day we got a tool that allowed us to paint out nodes which automatically calculated the connections between the nodes. This was great and made our workflow better.

The first thing I and my level design partner did were to brainstorm ideas. We thought of things like plot, level locations, puzzles and more. Since we were going to have a story heavy game, there were some elements that needed to be explained more. We talked to the artists and decided on that our game was going to have cutscenes. Depending on what the players action was during the game, the ending would be different. We really wanted to show this to the player so the cutscene we put the most weight at was the last one.

(Development process from start to finish)

(Cutscene explaining story)

(Node placement)

My contributions:



  • Level design
  • Game design
  • Quality assurance
  • Puzzle design
  • Story design
  • XML - scripting
  • XML
  • Adobe Photoshop
  • Autodesk Maya
  • Notepad ++
  • In-house tools



  • Studio: Apocalyptic Tea Time
  • School project: 8 weeks(half time)
  • Engine: In-house
  • Team size: 8
  • 2 Level Designers
  • 3 Artists
  • 3 Programmers


(Development process from start to finish)
(Node placement)
(Cutscene explaining story)