top of page
Screenshot 2026-06-13 164604.png

ROBIN BOUDREAULT 

I design thoughtful, gameplay-first levels that balance player flow, meaningful choices, and immersive environmental storytelling.

LEVEL DESIGNER

MY PORTFOLIO

01

LEVEL DESIGN - SHOOTER

Screenshot 2026-06-13 164109.png

Above The Void

LEVEL DESIGNER

Designed the gameplay flow and visual structure. I made art placeholders to add depth, readability, and atmosphere while iterating through feedback to refine pacing, navigation, and engagement. Also was the Game Designer on this one.

On the upper streets of a cyberpunk city, far above the world below, neon, chrome, and fire guide the player toward one clear objective: reach the tower and destroy what waits inside.

HARD SKILLS & LEARNINGS
  • Playtest | Feedback 
  • ProBuilder
  • Google Suite
  • Notion
MadeWithUnity_Ico.png

02

LEVEL DESIGN - STEALTH

Screenshot 2026-06-15 181438.png

Project Vernium

LEVEL DESIGNER

Structured the cave collapse as a clear environmental storytelling beat, using targeted art placeholders that I made to reinforce spatial readability, world logic, and player engagement.

Vernium is a Jules Verne-inspired underground level. Built with an immersive-sim mindset, the level keeps a clear linear progression while opening into crossed paths, layered routes, and interconnected blocks that let the player choose how to approach each space. The design focuses on readable exploration, player freedom, and the contrast between natural underground shapes and man-made machinery.

HARD SKILLS & LEARNINGS
  • Blender | Maya | ProBuilder
  • Photoshop
  • Figma
MadeWithUnity_Ico.png

03

LEVEL DESIGN - REPRODUCTION

Screenshot 2026-06-13 230254.png

The Hound Pits 

LEVEL DESIGNER 

I used this project as an opportunity to push beyond blockout, applying advance modeling techniques and basic materials to recreate the original space as closely as possible without relying on textures.

A faithful reproduction study of The Hound Pits (Dishonored 1), focused on accurate scale, player metrics, spatial structure, and layout readability through careful analysis and ProBuilder blockout in Unity.

HARD SKILLS & LEARNINGS
  • Metric Management
  • ProBuilder
MadeWithUnity_Ico.png
bottom of page