Tomb Raider I–III Remastered
Owned enemy and level modifications for Challenge Mode across the trilogy, from new encounters to enemy CR balancing.
TTK / COMBAT BALANCING / ENCOUNTER DESIGNREAD CASE STUDYMy approach to Level Design prioritizes playability, spatial metrics, and player guidance, establishing a strong foundation for narrative design and environment art.
Created as my final assignment for CGMA's Level Design course, Andromeda demonstrates my approach to building playable spaces through environmental storytelling, player guidance, and blockout modeling. It shows how I develop and refine a level using a limited set of tools.
A selection of my shipped work showcasing both creative and technical Level Design. My experience ranges from adapting and improving existing levels to designing and delivering original levels throughout the entire production cycle, from initial concept and blockout to final implementation and polish.
Owned enemy and level modifications for Challenge Mode across the trilogy, from new encounters to enemy CR balancing.
TTK / COMBAT BALANCING / ENCOUNTER DESIGNREAD CASE STUDYOptimized six landscape levels for Nintendo Switch through World Streaming, environmental occlusion, and performance profiling.
WORLD STREAMING / UNITY / PROFILINGREAD CASE STUDYCreated Tetragon and designed all 42 puzzles, leading its level design, narrative, and creative direction from concept to release.
PUZZLES / PROGRESSION / DIRECTIONREAD CASE STUDYDesigned modular rooms and enemy encounters for Mana Spark, a Unity top-down roguelike. Defined topology, enemy placement, and difficulty across three room sizes and three difficulty layers, iterating through Unity playtests and creative-direction review.
MODULAR ROOMS / ENEMY PLACEMENT / UNITYREAD CASE STUDYCreated two released minigames for 32 players, defining systems, pacing, and goals from prototype to production-ready blockout.
MINIGAME DESIGN / PROTOTYPING / BLOCKOUTREAD CASE STUDYPlayable spaces before final art. A closer look at the layouts, progression, and visual direction behind my level studies.
The last tomb of Osiris has been found, but humanity is not alone.
Inspired by Tomb Raider and Dead Space, this adventure-horror level takes the player through an ancient tomb inhabited by dangerous creatures. My goal was a linear experience where lock-and-key challenges drive progression.
I designed a linear adventure that alternates open areas and enclosed tomb interiors. The route connects exploration, puzzles, and potential encounters into a continuous narrative experience.
I used procedural techniques to speed up blockout creation and establish a consistent visual language. The environment communicates the intended mood and sense of place so artists can understand the direction before final art.
I placed enemy placeholders to explore potential combat spaces and how threats could occupy the layout. These stand-ins express encounter intent within the blockout.
LEVEL DESIGN STUDY / BLOCKOUT CAPTURES & ORIGINAL DESIGN SKETCH
Konibú, a young archer searching for his missing sister, follows her trail to Oru’s temple.
Inspired by Tomb Raider, Uncharted, and Zelda, this adventure level is divided into two non-linear sections: the temple exterior and interior. I explored how intimate spaces, environmental storytelling, and puzzles could support the search.
I explored intimate spaces that invite players to investigate their surroundings and connect with the story. The environment supports Konibú’s search for his sister through exploration rather than a purely linear route.
I created lock-and-key puzzles and placed collectibles and notes throughout the level. These give exploration interactive goals and opportunities to discover narrative details.
The blockout establishes the mood and sense of place so artists can understand what the environment is about. Architecture, enclosed spaces, and vegetation communicate the intended character of the temple.
I created procedural assets, including vines and brick blocks, to speed up the blockout process while developing the visual language of the level.
LEVEL DESIGN STUDY / BLOCKOUT CAPTURES & ORIGINAL DESIGN SKETCH

13+ years turning gameplay ideas into playable worlds.
PC / CONSOLE / MOBILEI'm Alexandre Chaves, a Senior / Technical Level Designer working across PC, console, and mobile. My work spans combat encounters, spatial puzzles, multiplayer minigames, and technical optimization, from early concepts and blockouts through implementation and playtesting.
I designed all 42 Tetragon puzzles and led its creative direction, created enemy encounters for Tomb Raider Challenge Mode, optimized Grendizer landscapes for Nintendo Switch, and delivered two released Arena of Dreams minigames.
I currently work as a Senior Game Designer / Level Designer. My experience connects hands-on level creation with cross-disciplinary collaboration and creative leadership.
Level Design · Combat & Puzzle Design · Technical Optimization
Unreal Engine · Unity · Blueprints · C#