Chris Wang

Combat / Level Designer

I design combat encounters, level spaces, and player learning experiences for action and shooter games.

Featured Project

FPS Tutorial Level — Information Creates Advantage

This is a first-level FPS prototype designed to teach players that gathering information, choosing good positions, and planning movement can create advantages in combat.

Level Design Combat Design Tutorial Level FPS UE Whitebox

Project Media

Placeholder: Gameplay Video / Level Walkthrough
Later you can replace this with a YouTube video, GIF, or recorded gameplay clip.
Placeholder: Top-Down Level Map
Later you can replace this with your refined level diagram.

Placeholder media will be replaced after the whitebox is polished and recorded.

Design Goals

Core Design Idea

The main design idea of this level is: players who gather information can make better decisions.

Design Pillar: Information creates advantage. The level encourages players to observe, plan, and choose better positions before committing to combat.

Level Flow

1. Start Area

Placeholder: Start Area Screenshot
  • Player learns: Basic movement and navigation.
  • Information gained: The level is readable and safe.
  • Decision enabled: Move forward and enter the first room.
  • Intended feeling: Safe and relaxed.

2. First Combat Room

Placeholder: First Combat Room Screenshot
  • Player learns: Dash and target priority.
  • Information gained: Melee enemies rush quickly; ranged enemies control space.
  • Decision enabled: Keep distance, avoid bullets, and choose which enemy to kill first.
  • Intended feeling: Slight pressure.

3. Glass Observation Room

Placeholder: Glass Room Screenshot
  • Player learns: Observe before committing.
  • Information gained: Enemy locations and room structure.
  • Decision enabled: Plan a safer attack route and kill order.
  • Intended feeling: Curious and in control.

4. Portal Bonus Room

Placeholder: Portal Bonus Room Screenshot
  • Player learns: Portals can create alternate routes.
  • Information gained: Higher platforms reveal more of the room.
  • Decision enabled: Plan movement before committing.
  • Intended feeling: Surprise and curiosity.

5. Final Combat Room

Placeholder: Final Combat Room Screenshot
  • Player learns: Threats may exist outside visible information.
  • Information gained: Some enemies are visible, but some threats are hidden.
  • Decision enabled: Move carefully, react quickly, and avoid tunnel vision.
  • Intended feeling: Tense but fair.

Iteration Notes

The initial version introduced many mechanics at once. After reviewing the design, I reorganized the level around clearer learning goals: movement, combat pressure, observation, optional exploration, and final mastery.

A major lesson from this iteration is that level design is not just about building rooms. It is about creating a sequence of player experiences.

Current Status

This project is currently in whitebox stage. The next step is to refine encounter pacing, improve enemy placement, and record a short gameplay walkthrough.

Skills

Contact

Email: contact@chriswang-gamedesigner.com