Design Play Spaces · Shape Experience

Zizhuo Hu

Level Designer focused on FPS spaces, combat pacing, and readable player flow.

I build readable combat spaces and player experiences through blockout, iteration, spatial clarity, and moment-to-moment level design.

Level design axis mark
FocusFPS Level Design
ProcessConcept → Blockout
SkillIterate → Polish
ToolsHammer · UE · Radiant

Direct Project Access

Explore team, single-player, multiplayer, and research-focused level design work.

Team Project

Neko Moto

2D action platformer level design, tutorial flow, trap placement, and team implementation support.

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Single Player

The House of Ravenholm

Half-Life 2 level focused on atmospheric horror, environmental hazards, combat spaces, and readable progression.

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Single Player

Lockdown

Half-Life 2 prison level focused on layered combat spaces, containment, route changes, and escalating encounter pressure.

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Quake III CTF

Broken Bridge

A symmetrical capture-the-flag arena focused on layered routes, midfield risk, item control, and vertical combat.

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Readable Spaces, Strong Flow

01

Concept

Define player intention, objective structure, core spatial problem, and expected combat rhythm.

02

Blockout

Build testable geometry early, then evaluate routes, sightlines, verticality, cover, and player readability.

03

Iterate

Use playtest feedback to refine pacing, navigation, encounter pressure, and objective clarity.