Tyler Nagy

A college graduate from Niagara College who is using what has been learned to create seamlessly designed levels in video games.

My Works

Keeper’s Curse

Created every facet of level design, as well as set dressed the majority of the levels.

– Created in a group of 9.

Shipwreck Shores

Designed the area so that it took advantage of the slow enemies and nearby ranged weapon by providing outlook points that allow the player to see the enemies coming towards them. Thus giving you an opportunity to strike from an elevated distance while also giving you an avenue of escape should any enemies sneak up on you.

There is also a big center piece of the island that you can run around should the enemies become too much for the player.

Demolished Precipice

Designed the area so that it took advantage of the enemies that dash towards the player once they get close. By making the design more condensed and linear while also giving a big vantage at the top of the cliff to look down and see all the enemies, said enemies have an avenue to show off their unique behavior.

The elevated nature of the design also gives the player the ability to shoot the enemies from a distance to mitigate the danger of their dash ability which makes everything feel balanced, not being vigilante and wary of the danger ahead will lead to dangerous situations after all.

Tombstone Ruins

Designed the area so that it took advantage of the enemies that fire projectiles towards the player. Due to the enemies in this area having projectiles, the area sports a multitude of different buildings and trees that the player can use as cover to protect themselves from damage while giving them the perfect avenue for a counter attack.

The new “Makeshift Hatchet” weapon that the player can find in this level is perfect for these enemies that run away once you get too close as running towards them from out of cover while swinging the powerful weapon can also bring them down swiftly. Since the enemies are in groups, the player can not only collect the pickups the enemies drop, but they can also take out multiple enemies in one fell swoop using the powerful new weapon.

Spellbound Strings

Created every facet of level design, as well as set dressed the majority of the levels.

– Created in a group of 6.

Area 1

Designed the level so that the game can start with a simple and pleasant beginning where the enemies aren’t too strong and the puzzles are simpler.

A basic level made purposefully with more basic design.