
/Thief VR: Legacy of Shadow
Key Responsibilities
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Designed and iterated on level layouts to support stealth gameplay, player flow, and multiple infiltration routes
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Produced 2D layout documentation to plan spatial structure, player paths, and enemy placement
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Blocked out levels and iterated based on playtesting, feedback, and design goals
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Collaborated closely with Lead Design, Narrative Design, and Art to align gameplay, story, and visual direction
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Implemented gameplay logic and level scripting using engine tools and visual scripting
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Iterated on levels to meet performance, comfort, and usability constraints specific to VR
Thief VR: Legacy of Shadow is a narrative-driven stealth VR experience. I worked as a Level Designer, owning and co-owning multiple levels from early concept through to shippable content. My work focused on layout planning, blockout and iteration, stealth encounters, and ensuring player readability and comfort within VR constraints.
Dev Time: Febuary 2023 - December 2025 Role: Level Designer Tools: Unity, Miro, Maya
The sections below break down three levels, each highlighting a different aspect of my level design process — from early planning and design intent to spatial iteration and collaborative development.
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Open, sandbox-style environments that allow players to approach objectives with a high degree of freedom
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Levels designed to feel like believable, lived-in locations intended for infiltration
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Strong support for vertical traversal and layered spatial design
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Exploration rewarded through alternate routes, advantages, and discovery
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Each level built around a primary objective, supported by multiple steps or optional approaches
/Design Pillars

/Ravencroft Manor
Level Designer - Full Ownership
An end-to-end designed level with an emphasis on planning and readability.
Ravencroft Manor is a classic heist level I owned from concept to completion. Early iteration focused on layout planning to define player flow, infiltration routes, and encounter structure before transitioning into blockout and 3D iteration.
Planning & Layout Documentation

The original brief described the player needing to break into a vault. I wanted to add an interesting flair to the level, taking inspiration from garden mazes. What if the Vault was hidden beneath the Maze? I also wanted to look at ways we could add verticality into the level despite the constraits of sightlines in VR.

In the first map iteration, I looked at building schematics for mansions and state homes. The referencing allowed me to plan with the narrative designer what rooms our Manor would be expected to have. It also gave a list of interesting spaces for different design or gameplay ideas.

Blocking the level and refining the map at this point happened simultaneously, both helping to build upon the other

The original brief described the player needing to break into a vault. I wanted to add an interesting flair to the level, taking inspiration from garden mazes. What if the Vault was hidden beneath the Maze? I also wanted to look at ways we could add verticality into the level despite the constraits of sightlines in VR.
Early iteration on Ravencroft Manor focused heavily on layout planning to define player flow, stealth routes, and encounter structure before moving into blockout.

I created maps based on the final layout to direct attention to where we wanted our surfaces types. These adding a layer to the stealth aspect of the game.



I created maps based on the final layout to direct attention to where we wanted our surfaces types. These adding a layer to the stealth aspect of the game.
Blockout & Spatial Translation

The initial first pass of the blockout revealed issues surrounding sight lines that wouldn't work due to rendering limitations. It also helped give an understanding to the sense of scale for the building, to the positioning of the rooms.

The pathing from the start always supported multiple entry points. However the courtyard at the front was too exposing and revealing for any meaningful stealth.

As mentioned earlier, the transition to 3D revealed issues in the number of rooms and their arrangement. The building felt squashed, nothing like you would expect for a Noble Manor

The initial first pass of the blockout revealed issues surrounding sight lines that wouldn't work due to rendering limitations. It also helped give an understanding to the sense of scale for the building, to the positioning of the rooms.
The next round of iteration had me adjust the following;
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Flattening the level overall to help with and controlling sight lines
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Spreading the 'garden maze' to the front courtyard area, allowing more meaningful stealth
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Changing players start point to allow for a more impactful level shot
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Re-adjusting room density and building size

Further iterations led to this version of the level. The left side garden joins up better with the house terrace and front garden. The exterior condensed down, but we later expanded upon it

Whilst the entry points to the house were less, the challenge to them was overall greater. There was more space for the player to stealth past enemies

The interior also underwent major changes. With less rooms allowing for larger spaces. The vault was now positioned beneath a large open library.

Further iterations led to this version of the level. The left side garden joins up better with the house terrace and front garden. The exterior condensed down, but we later expanded upon it
Once signed off, we updated from blockout in order to start working with more accurate lightbakes. The general flow of the level was locked down, with only minimal updates to the environment from this point onwards.

The final layout of the level.



The final layout of the level.

/Observatory
Level Designer - Full Ownership
A narrative-driven level designed to be revisited, testing player mastery through progression and familiarity.
Observatory is a vertically layered level designed around a return visit, with two distinct versions built on the same core layout. Design iteration focused on how changes to player entry, security, and traversal could meaningfully transform the experience while maintaining spatial familiarity.
The Observatory is a large, open exterior but vertically layered interior level designed to be used twice in the game, both at opposite ends of the story. The players first time here is their first real mission, so the level reflects that with forgiving stealth encounters. The second time is the penultimate level of the game, and as such it pushes players to use their mastery to succeed. Iteration on this level focused less on early layout planning and more on refining spatial flow, scale, and sightlines through blockout and playtesting.

From the beginning it was planned for the level to be set apart from The City. Set against the cliffs it helps give it a unique character compared to the other levels.

The following images are concepts made with the art team about the level layout.


From the beginning it was planned for the level to be set apart from The City. Set against the cliffs it helps give it a unique character compared to the other levels.
Level Comparisons
I was trying to accomplish a sense of security and oppression with the return to the Observatory level. With Northcrest (the games villian) transforming the space into his base of operations, I felt that the player should both see and experience that evolution. On the player’s first visit, security is minimal and the challenge is low; on their return, the Observatory is now a fortified space with increased defences and difficulty.
While the core structure of the level remained the same, the player’s starting position was changed on their return visit. This allowed the level to reintroduce itself with a clear visual reveal, immediately communicating that the space and its challenges had evolved.


Direct and leading the player to the building with low stakes
To reflect the player’s narrative low point, the return visit introduces a traversal challenge before the player can even reach the building.
Observatory Front Gardens during the initial mission, featuring low visibility, heavy shadow, and a mix of open and covered spaces.
The front grounds are transformed into a maximum-security area, increasing claustrophobia and danger through higher guard density and the use of spotlights, forcing players to read the space more carefully.

/New Quarter
Level Designer - Shared Ownership
Collaborative stealth level with a focus on rapid blockout iteration
New Quarter was developed collaboratively, with shared ownership across layout, blockout, pacing and narrative. This section focuses on blockout iteration and spatial problem-solving, highlighting how the level evolved through rapid testing and feedback.
Level Iterations

Initial sketching of the level, a Hangman's scaffold was a core idea that stayed through to the finished product.

Colleagues sketch at a greater scale, putting more emphasis on the Tavern


Initial sketching of the level, a Hangman's scaffold was a core idea that stayed through to the finished product.
Tavern Basement

The Tavern basement needed to feel like a storage space and also one repurposed by the City Watch as a jail cell. I toyed with several map variations whilst working with the narrative designer.



The Tavern basement needed to feel like a storage space and also one repurposed by the City Watch as a jail cell. I toyed with several map variations whilst working with the narrative designer.
Market Alley - Cut and Repurposed Blockout

Market Alley was a section originally part of the New Quarter level, but instead was repurposed for the games Prologue.

The idea was to have a 2 wide roads at different heights, to allow for verticality between them. The player would need to search the area for a key quest item.


Market Alley was a section originally part of the New Quarter level, but instead was repurposed for the games Prologue.