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Ultranatural

Level and Game Designer

Project Overview

Ultranatural is a fast-paced arena shooter set in a cyberpunk world inspired by Blade Runner. Players compete in high-speed, intense battles across neon-lit cityscapes.



Genre: Arena FPS, Multiplayer
Engine: Unreal Engine 5
Tools Used: Unreal Engine 5, Google Suite, Krita, Miro, HacknPlan, Audacity, Figma, Unity, Perforce
Team Size: 7
Duration: 10 Weeks
Platform: PC
Release: February 17, 2025 (Itch.io) April 1, 2025 (Steam)
Player: 2 - 32
Type: Student Project (3. Semester)

Development Workflow

Building the basics

We started by prototyping our ideas and building the core features of our shooter. My focus was on building the vision of our game. I did this with the Art team. I also researched player feedback and game feel. I did this by looking at references and prototyping those features.

Ultranatural building the basics

Forming the vision

In close collaboration with the environment artists, I started building a rough blockout for first playtests, as well as for reference and scaling purposes.

Ultranatural forming the vision

Small Team

As we didn't have a 2D artist, I had to create and animate some of the HUD UI, especially our custom crosshair and hit feedback. I took on this task because I was also responsible for the sound and music, which I could adjust to fit the UI.

Ultranatural small team

Desing and Art Workflow

To define the environment more precisely, I collaborated with the environment artists to create overpaints. This helped us to refine our vision and create the environment more efficiently.

Ultranatural desing and art workflow

Level Design Iteration

With Playtests and more feedback I refined and iterated on the Level Design multiple times to to achieve a well-balanced, visually readable, and enjoyable level suited for fast-paced arena combat.

Ultranatural level design iteration

Responsibilities

Game Design

  • researching and working with references
  • implementing movement and weapon gamefeel and general feedback
  • creating and balacing Game Mechanics

Level Design

  • Creating blockout levels
  • working closely with enviroment and props-artists to bring the vision to life
  • refine and balance the level with playtest feedback

Misc

  • Creating Textures and VFX
  • researching and implementing SFX
  • Set Dressing Levels
  • UI animations

Screenshots

Ultranatural screenshot 1
Ultranatural screenshot 2
Ultranatural screenshot 3
Ultranatural screenshot 4
Ultranatural screenshot 5
Ultranatural screenshot 6

Skills

Hard Skills

  • Unreal Engine 5
  • Unity + Probuilder
  • Level Design
  • Perforce
  • Game Design

Soft Skills

  • Teamwork
  • Communication
  • Collaboration
  • Attention to detail

Learnings

  • Art & Level Design workflow
  • Unreal Engine
  • Multiplayer
  • Player Feedback
  • Steam release