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Maestro

First Person Roguelike

Introduction

Project details

Maestro is a fast-paced first-person roguelite set in a mysterious casino where players fight through combat rooms using card-based weapons, abilities, and upgrades to create powerful builds. Each run focuses on fast combat, strategic choices, and progression across multiple floors with unique enemies and bosses.

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On this project, I focused on structuring gameplay spaces and guiding players through combat encounters, supported by carefully designed level sequences to maintain clear pacing and flow.

  • Developed in 4 months

  • Unreal Engine 5

  • Level Design

  • Blockout

  • Gameplay space layout

  • Enemy encounter placement

  • Level sequences for pacing and progression

  • Environmental Mechanics Implementation

  • Assets use:

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Moodboard for each floor

Pre-Production

During pre-production, the team and I organized tasks using Trello and established the project’s core direction through a Game Design Document (GDD). I gathered visual references and developed 2D level layouts to explore the structure and gameplay flow before moving into the blockout phase.

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Team's Trello

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Moodboard for each floor

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GDD

Paper Design

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Blockout Process

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During the blockout phase, combat spaces were designed around the enemy count and wave structure of each encounter. I explored varied layouts and verticality to support fluid player movement and create more dynamic combat scenarios, helping prevent encounters from feeling repetitive.

Walkthrough

1. Room Entry

  • Clear entry framing

  • Immediate threat readability

  • Open sightlines

4. Player Choice

  • Two reward paths

  • Build-defining decisions

  • Risk vs reward

2. Combat Encounter Design

  • Scaled to enemy count & waves

  • Supports movement & repositioning

  • Dynamic combat space

5. Progression & Build Evolution

  • Cards / abilities / upgrades

  • Build evolution

  • Run adaptation

3. Layout Variety

  • Varied layouts

  • Vertical gameplay

  • Non-repetitive encounters

6. Shop & Risk/Reward System

  • Cards and abilities management

  • Blackjack risk system

  • Strategic upgrades

7. Boss Encounter

  • Difficulty spike

  • Build validation

  • Skill test

8. Replayability & Loop

  • Run reset

  • Persistent currency

  • Build experimentation

Level Design Techniques

Player Guidance

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Purpose: Help players navigate the space intuitively.


Application: Use layout, sightlines, and visual cues to direct movement.

Combat Space Design

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Purpose: Support engaging and readable combat encounters.


Application: Scale spaces based on enemy count and allow for movement and repositioning.

Pacing & Intensity

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Purpose: Maintain a balanced gameplay rhythm.

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Application: Alternate between high-intensity combat and lower-pressure moments.

Risk vs Reward

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Purpose: Encourage meaningful player decisions.


Application: Offer choices between rewards that impact build and progression.

Readability

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Purpose: Ensure players quickly understand the situation.


Application: Keep spaces clear with visible threats and readable layouts.

Environmental Affordance

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Purpose: Communicate possible player actions through the environment.


Application: Use level elements to suggest movement, cover, or interaction opportunities.

Flow & Navigation

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Purpose: Create smooth and natural player movement.


Application: Design clear paths and avoid unnecessary friction in traversal.

Replayability through Variation

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Purpose: Keep the experience fresh across multiple runs.


Application: Use varied layouts and procedural room selection.

Maestro accessible on Steam

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Closing Thoughts

This project helped me improve my skills in combat space design, player guidance, and pacing within a roguelite structure. It strengthened my understanding of player flow and decision-making, and how to create clear and engaging gameplay spaces.

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