MADISON
SHEWMAKE
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I am a game designer, level designer, collaborator, programmer, and competitor with a Bachelor of Science in Game Design.
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I am passionate about video games and I love making immersive experiences for players!
[ Game Designer ]
[ Projects & Experience ]
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Sci-fi Adventure RPG
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Team Size: 10+
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Platforms: PC
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Engine: Unreal Engine 5.5
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Roles:
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Lead Level Designer
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Steam Page: https://store.steampowered.com/app/2457820/Darkflow/
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Unreleased title created in Unreal Engine 5.5
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Hyper-realistic cyberpunk style RPG in an open world environment.
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Created interior, exterior, and massive world landscapes.
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I would start with a simple layout, then collaborate with the leading project manager to edit the layout.
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I also blocked out the levels once they were approved.
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Once the level was ready, I helped implement final art assets.
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I collaborated with other developers to optimize levels and assets to achieve better performance.
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Added lighting and particle effects to the levels and optimizing the effects.
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Polished levels for cinematic events.
An epic universe-spanning story unfolds in DARKFLOW, a narrative-driven, first and third person single-player sci-fi RPG. This single-player title is set in a time long after human civilization has fallen, in a universe that is still reeling from a long forgotten war. Our first game aims to bring the raw beauty and wonder of space together with classic sci-fi adventure woven together with a rich story spanning hundreds of thousands of years.
Calamity is a free, episodic, retro (ps1-2) 3D survival horror game with fixed camera angles and tank controls that targets 16-24 age audience and will be distributed through platforms like steam, epic, and itch.
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Team Size: 17
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Platforms: Windows OS
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Engine: Unity3d version: 2022.1.13f1
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Roles:
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Lead Level Designer
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GUI Artist
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[ Level Design ]
MORGUE LAYOUT
I was tasked with creating a level layout first, I used the GDD description of the location, which can be found here, to create this layout map of the morgue.

MORGUE BLOCKOUT

Next was the blockout of the level. Based off the layout map that I created earlier, I put together a scene in Unity that was made up of placeholder assets and models given to me from the 3D artist.

This was my capstone project that I helped create with 4 other game design students and 2 art students, this was my first "real" developed game. Since there was only 4 of us primarily working on this project, I took on many different roles. We would meet regularly to discuss what our goals were and what each other was working on. Everyone had to agree to having a new mechanic implemented before it was done. This was a very intense project and we had a 4 month window to make this game from start to finish so it was a very stressful experience but I learned a lot during it.
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Some other small roles that I had in this project was cleaning up the repo - organizing folders, implementing assets, creating prefabs, creating the metrics level, implementing checkpoints, and interactable buttons.
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Team Size: 6
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Platforms: Windows OS
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Engine: Unity3d version: 2019.4.21f1
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Roles:
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Game Designer​
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Level Designer
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Gameplay Programmer
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Link to code created by myself that is featured in the project
[ Featured Work ]
BREAKABLE OBJECTS
In order to have more variety and interaction with the environment, we decided to create breakable objects. This mechanic was demonstrated with breakable doors & boxes/crates.
When I first implemented this mechanic, there was an issue with the pieces staying in the doorway and prevented the player from going through the doorway. To fix this I decided to make the pieces disappear in C# code after a certain amount of time.

SLOW TIME
