Sorted
Game Trailer
General
Project Info
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Genre: Co-op
Players: Multiplayer (1-4)
Platform: PC
Engine: Unreal Engine 5.6
Original Studio: Break Knight Games
My Team: Tideturners
Release Date: February 2026
My work: August 2025 - November 2025
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Download Sorted Demo on Steam:​
Contribution:
Role: Level Designer
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Responsibilities: Review already existing levels to assess workload. Rework assigned levels based on feedback from other level designers. Pitch new levels along with their theme and mechanics with pacing and difficulty in mind. Plan then block out level after approval while constantly documenting progress. Iterate based on feedback done from solo playtests and weekly tests from leadership. Collaborate with other departments to push levels from blockmesh to final art.​​
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Ice 04
This level was a rework of a previous one. After my team conducted a playtest of all the existing levels, we all wrote feedback to see if they can to stay the same, need a slight rework, or a full overhaul. I kept the overall layout the same but made changes based on the feedback, most notably to widen the paths and platforms. The theme was also changed from lava to ice and I decided to go for an arctic base in the ocean.


Main Requirements​​​
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Redesign layout based on playtest feedback
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Keep the zones similar to the original level​
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Change main theme from lava to ice
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Blockout new gameplay spaces
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Split blockout and gameplay elements to prepare artists
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Help artist with collision and some prop placement
Level Mechanics​​​
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Bully Bot - Chases player then pushes them if they get close
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Priority Item - Must be taken directly to the customer
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Conveyor - Used to transport items
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Moving Platform - Used to move players or objects
Progress Overview
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Click on the arrows to browse photos.

This is the first variant of the level when I was brought into the project.

This is the first variant of the rework, I replaced the old level with with a new blockout based on feedback.

The final level with art and lighting.

This is the first variant of the level when I was brought into the project.
Level Flow​​​​​
There's a central platform that contains a Bully Bot, this enemy will chase you and push you if it catches you. This requires the players to be alert as the area is important for traversal.

To reach the submission zone, you can either take an elevator from the central platform, or walk around and climb. The elevator is much faster but is close to the enemy and can be missed, the other path is safe but longer.

Ice 05
This level was created from scratch. I pitched the theme and mechanics based on its play order as I needed to see which mechanics will be used before and after to set the difficulty. I originally created it as a mountain base with more mechanics but due to scaling and tricky elevation that limited what can be done from the camera, I reworked the layout until a satisfactory product was created.

Main Requirements​​​
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Create level from scratch
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Pitch mechanics and theme​
-
Split blockout and gameplay elements to prepare artists
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Help artist with collision and some prop placement
Level Mechanics​​​
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Bully Bot (Removed) - Chases player then pushes them if they get close
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Priority Item (Removed) - Must be taken directly to the customer
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Conveyor (Removed) - Used to transport items
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Icy platforms - Slippery surfaces
Progress Overview
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Click on the arrows to browse photos.

This is an early screenshot of my blockout

This is the first version that I completed but it had to be downsized.

This is the final level with art and lighting

This is an early screenshot of my blockout
Level Flow​​​​​
The left side of the level is a larger, more wide-open section that is connected to solid ground. The submission box is here so it is heavily traversed. There are 8 total materials so players will need to decide on which combination machine works best, then choose what path they would rather take.

The right side of the level contains smaller zones with more verticality as the platforms are not on solid ground. There are 2 ways to reach the submission zone: the bottom path that's safer since there's a bridge but requires more walking, and the top path that has platforming but is quicker.

Sci-Fi 02
This level was created from scratch. I pitched the theme and mechanics based on its play order as I needed to see which mechanics will be used before and after to set the difficulty. The theme I choose was an indoor chamber with tall pillars as the gameplay space. The original main gameplay element was portal throwing but I replaced them with conveyors as it was too many for such an early level.

Main Requirements​​​
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Create level from scratch
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Pitch mechanics and theme​
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Split blockout and gameplay elements
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Do the entire prop placement
Level Mechanics​​​
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Priority Item - Must be taken directly to the customer
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Conveyor - Used to transport items
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Induction Tubes - Transports players by physically moving them
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Portals (Downsized) - Teleports players
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Moving Platforms (Removed) - Originally used here to move portals
Progress Overview
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Click on the arrows to browse photos.

This is an early screenshot. I was testing portal throwing and knew more or less what I wanted in each section.

Here I decided that I wanted the main area to be low and the other zones to be higher up. I set up the portals to be used as a way to transfer items, this was done by throwing.

This is the final level with art and lighting.

This is an early screenshot. I was testing portal throwing and knew more or less what I wanted in each section.
Level Flow​​​​​
1. The central area is used for submitting items and for traveling to the stamper zone (left) and the combination zone (right) using the Induction Tubes.
2. The left side of the level, called the Stamper Zone has some of the materials needed for the recipes and the conveyors that take items between the left and right zones. The Stampers are used to package crafted items to be ready for submitting.
3. The right side of the level, called the Combination Zone also has some materials and conveyors. The Combination Machines are used to craft items.
Click on the arrows to browse photos.





Lava 02 & 07
These two levels were minor reworks of previous levels. I was tasked to replace the gameplay space with blockout, and to add the entire background sections. Next was to test the new version and tweak wherever necessary. I then helped the artist finish the level as needed.


Main Requirements​​​
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Replace old level with blockout and create new background
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Change theme to lava
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Add changes if needed
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Split blockout and gameplay elements
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Help artist with collision and some prop placement
Level Mechanics​​​
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Moving Platforms - Used to move players or objects
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Falling Platforms - Fall shortly after they are walk on
Progress Overview - Lava 02
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Click on the arrows to browse photos.

This is the original level. It was simple and worked well so all we needed was a few minor tweaks.

This is the first iteration of the blockout, almost identical to the original.

The final version of the level with art and lighting.

This is the original level. It was simple and worked well so all we needed was a few minor tweaks.
Progress Overview - Lava 07
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Click on the arrows to browse photos.

The original level.

This is the final blockout created, with minor changes like removing gaps between some of the buildings.

The final level with final art and lighting.

The original level.