
01 · Open-World Arcade Ecosystem & Third-Person Action Survival (Necrodemic)
Bullieverse
Role
Level Designer & Environment Artist
Engine
Unreal Engine 4 & Unreal Engine 5, Procedural Map Systems, Greyboxing, Environment Lighting
Platform
Released on Bullieverse In-House Launcher
Team
Team of 5 (Core Necrodemic Team)
Gallery
Necrodemic - Gameplay
01
Project Overview
Bullieverse is an Unreal Engine-powered open-world gaming ecosystem centered on Bulliever Island. Beyond the main island hub, one of its core flagship experiences is Necrodemic, a free-to-play third-person action survival thriller where players battle waves of zombie bears and mutant creatures to earn Essence, unlocking stronger weapons, ammunition, and tactical perks across escalating survival rounds.
02
My Role & Core Responsibilities
Working across a core team of five on Necrodemic and the broader Bullieverse platform, I served as Level Designer, Game Designer, and Environment Artist:
- Designed procedural map mechanics, arena layouts, and dynamic combat flow for Necrodemic.
- Took survival and island maps from initial paper concepts through greyboxing, playtesting, and final environment art passes in Unreal Engine.
- Designed and lit dedicated 3D environments for character selection screens and atmospheric loading screens across the ecosystem.
- Tuned enemy wave spawn topologies and dynamic in-game shop placement locations to drive continuous player movement.
03
From Idea to Implementation (Behind the Scenes)
Every map started with establishing strict spatial metrics: player sprint speed, camera field of view, weapon engagement distances, and enemy crowd density. I built modular greybox blockouts in Unreal Engine to test sightlines, verticality, and choke points under heavy wave pressure before placing final environment art. Alongside playable arenas, I treated the character selection and loading screen environments as extensions of worldbuilding, using framing, depth of field, and moody lighting to set the tone before a match even began.
04
Key Challenges & How I Solved Them
Challenge 1: Eliminating Static Camping Exploits in Wave-Based Survival (Necrodemic)
The Problem: Necrodemic pits players against diverse enemy archetypes, including fast-moving hounds, heavy zombie bears, and backline Howlers that buff nearby enemies. Early playtests showed that players could camp in dead-end corners and funnel AI down a single sightline, removing the need for tactical movement.
The Solution: I restructured the arenas around interconnected figure-eight traversal loops and multi-elevation platforms with porous cover. Every vantage point was given secondary flanking routes for fast enemies and broken sightlines that forced players to reposition to eliminate Howlers. I also placed randomized, time-limited perk and weapon shops across different map quadrants, creating high-risk, high-reward rotations between waves.
Challenge 2: Balancing High-Density Environment Art with Frame-Rate Stability
The Problem: Rendering hordes of active AI enemies alongside dense atmospheric lighting, foliage, and particle effects during late-game survival rounds risked severe frame-rate drops.
The Solution: I optimized level geometry using strategic occlusion culling blockers, hierarchical LOD clusters, and carefully budgeted dynamic light radii. By using natural terrain bends and architectural structures to occlude distant map sectors, the arena felt expansive and detailed while keeping GPU draw calls well within performance targets during peak wave intensity.
05
What I worked on
- Designing procedural map mechanics and layouts.
- Level design from concept to grey boxing to final maps.
- Designing the environments for the character selection screen and loading screens.
06
Level Design Features
The levels in Necrodemic were designed using procedural systems, ensuring a new map every time the player spawns. This adds significant replayability while creating non-linear gameplay experiences.
07
Design Intentions
- Map layout changes with every player spawn.
- Player agency and player intentionality.
- Perpetual player movement spanning the entire map.
- Non-linearity, multiple solutions, and systemic gameplay.
- Unique map layouts, gating, and structure.
- Fast-paced and constant enemy combat.
08
Game Setting
A spooky abandoned temple occupied by zombies.
09
Gameplay Beats
- The player starts vulnerable, equipped with only a pistol.
- The player survives zombie attacks by avoiding contact while eliminating as many zombies as possible.
- Enemy intensity and player power-ups increase together throughout the game.
- The pace and panic constantly escalate.
- The player is forced to traverse the entire map continuously.
- The only way to finish the game is by being eliminated, either early or late depending on the player's skill.
10
Game Mechanics
- All zombies can be eliminated using any weapon, although weapon damage varies.
- Zombies deal health damage only through close contact, with a few exceptions.
- Players earn in-game XP by eliminating zombies.
- XP can be spent on weapon upgrades and power-ups.
- The weapon and power-up shop rotates between three different locations across the map.
- A floating "Ball of Death" follows the player and steals XP if they remain in one location for too long, preventing players from exploiting safe zones where zombies cannot reach them.
Bear Hunt
Third-Person Action Adventure · Unreal Engine, Greyboxing, Combat & Encounter Systems, Technical Documentation