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Matt Hulse

Level Designer & Scripter

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Level Design

Selected level design and scripting work. Each project is built around a clear process: readable spaces, clear player goals, and production-ready implementation.

Readable Spaces

Clear Goals

Proven Process

FOOTSLOG key art

FOOTSLOG

Unity · Retro FPS

VESSYL key art

VESSYL

Unreal · 3rd Person

STILL key art

STILL

Mobile · 2D Roguelite

Herd-Spun Harvest key art

Herd-Spun Harvest

Mobile · Farming

FOOTSLOG

Unity · Retro FPS · Vertical slice hub

Combat spaces built around fast reads, strong silhouettes, and a repeatable paper-to-playtest loop you can see in the layouts, blockouts, and final shots.

Final Spaces

Starting vault combat space
Courtyard encounter overview
Warden's office combat space
Environmental shot of FOOTSLOG level
Environmental corridor read
Ouroboros key art shot

Overview

FOOTSLOG is a retro FPS built around fast, readable combat spaces. Every room is designed for immediate comprehension: strong silhouettes, clear sightlines, and intelligible cover placement so players instantly understand their options. The spaces support freeform combat while maintaining tight pacing through layout control and encounter scripting.

I followed a repeatable paper-to-playtest workflow: layout on paper, blockout in-engine for review, script encounters with tight iteration loops, then refine based on team and external feedback. This process kept development efficient and ensured each space felt intentional and balanced.

Development Process

FOOTSLOG development process image carousel
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Detailed Process Breakdown

Paper Planning

Every space in FOOTSLOG started on paper. I mapped the full critical path, optional loops, and sightlines first, then broke that master layout into rooms and encounter beats that could be iterated independently while still supporting the whole. This upfront planning established a strong foundation for all downstream work.