MADE WITH:
AUTODESK MAYA
SUBSTANCE PAINTER
I wantet do try and create fantasy characters in 3D, and rather than creating one of my own and sketching those, I used a reference picture from internet, something I could try and re- create in 3D. I used this picture of a mage from the artist "Sephiroth-Art" on Deviantart. The only thing I did here was re-creating this picture in 3D and texturing this in Substance Painter.
After I was done with this, I continued playing with some new techniques I recently learned, and tried to give it a cartoonish look to it.
MADE WITH:
AUTODESK MAYA
SUBSTANCE PAINTER
I wantet do try and create fantasy characters in 3D, and rather than creating one of my own and sketching those, I used a reference picture from internet, something I could try and re- create in 3D. I used this picture of a mage from the artist "Sephiroth-Art" on Deviantart. The only thing I did here was re-creating this picture in 3D and texturing this in Substance Painter.
After I was done with this, I continued playing with some new techniques I recently learned, and tried to give it a cartoonish look to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
A speed modelling assigment at school, where we needed to speed model the table that our teacher set up for us. We did it under 4 hours in-class.
Game Design & Production - Narrative and Level designer

![]() HighresScreenshot00000 |
|---|
![]() HighresScreenshot00003 |
![]() Beach04 |
![]() M_5 |
![]() 2020-04-08%20(6)_edited |
![]() 190805 Y1D blockout 3 - gameplay |
![]() harbor1 |
![]() 2018-03-27 (1) |
![]() Tractor2 |
![]() HighresScreenshot00000 |
Beyza Öpöz
Aspiring Narrative and Game designer with passion in Level Design. Passionate about creating meaningful stories, quests and levels for players to experience.
I'm open to work!


PROJECT WORK
Child of Lothian
Unreal engine 4
Campfire blaze
26
narrative designer, writer and quest design
Softwares used
Time span
September 2021
32 weeks
Team Size
A third person story driven stealth game set in the 18th century Edinburgh, my main constribution was concepting and implementing the main narrative from scratch, dialogues with over 150 implemented lines so far, character bios and quest design accompanied with appropiate level design. I compiled the narrative inside a hub, created through Campfire Blaze.
Tropical Trouble
Unreal engine 4
Photoshop
16
Level designer and feature designer
Softwares used
Time span
January 2021
16 weeks
Team Size
In 16 weeks time, as a team we developed a racing game set in Sri Lanka. I was in charge of concepting one potentional level, the destructibles main feature of the game, and the narrative which contained vehicle stories and game mode descriptions.
Island Fortress
Unreal engine 4
-
14
Level designer, narrative designer, feature design
Softwares used
Time span
November 2020
2 weeks
Team Size
Island fortress was a horror stealth game concept, made in 8 weeks time. I concepted the narrative of this, main player goal, enemy and player stories of this and made a level appropiate for this narrative.
Unreal Tournament: BLITZ
Unreal Tournament Editor
Photoshop
Individual
Level designer
Softwares used
Time span
September 2020
8 weeks
Team Size
In 8 weeks' time, I researched the multiplayer first person shooter game Unreal Tournament, sketched out map ideas, prototyped various blockout scenes, and kept iterating and playtesting on this until having created the resulting video here.
MT. Apricot
Unreal engine 4
-
10
Level designer, writer
Softwares used
Time span
May 2020
8 weeks
Team Size
MT. Apricot is light hearted platformer game. I constributed to the general game design by designing features and the 3C's, while my main constribution was the level design of the final island within the game. I was also the narrative writer, and wrote the in-game tutorials along with the introduction.
All my recent project work in either team or individual work, mainly focusing on Level design with Narrative design/writer being my secondary role.


Iterative gif on a racing track project I was in, in 2021

Iterative gif example single scene

Sketches example on scene brainstorming and creating ideas

Sketches example on scene brainstorming and creating ideas

Sketches example on scene brainstorming and creating ideas

Sketches example on scene brainstorming and creating ideas

Nodemap example of brainstorming on the flow of the track

Heightmap concepting on brainstorming the flow of the track

for a multiplayer first person shooter game. 2020. Designed the map through various iterations, sketches, prototypes and playtests.

Top down picture of finalized map of previous task.

Example sketches for level blockouts and design of previous task.

Example sketches for level blockouts and design of previous task.

Team game student project: My team had created a platformer. One of the levels I had created entirely by blocking out the scene. 2020.

GMTK game. I was in charge of putting the first level together for our game. 2020.

after creating features, we were tasked to block out a level while keeping said features in mind. 2019.

Example sketches I had made for the previous task.

creation of a small scene used by modular assets, also created by me. 2018.

Personal level project. I tried to come up with a simple concept and dedicated an unreal level to this. 2018.

Replicating concept art. I blocked out a small scene with using THE ORDER concept art as reference. 2017.

Finalized version of last picture. 2017.
BULK LEVEL DESIGN EXAMPLES

Narrative Designer and Writer
My role
CIDE, Campfire Blaze
Softwares used
Time span
September 30 2018
Sci fi
Genre
DRAW.io
+3 years
650+
Followers
48.5k
Views
1.5k
Likes
T/B/A
Downloads
A long term project I have been working on since 2018 whenever possible. I concepted with campfire blaze, and created flowcharts to define branching and phasing, and managed the blogs and public updates/Q and As of the game.
It's a branching narrative game, completely text based and depended on the choices the reader makes. The win and lose conditions are all stat and choice based, and heavy replayablitly depends on the many branches and choices available within the story.
The game currently has 100k words for one playthrough, and around 400k for every path, choice and consequences combined.
NARRATIVE DESIGN PROJECT

A FEW 3D ART EXAMPLES

2019

2019

2019

2019

2018

2018

2018

2017

2017
Aside from my passion for Narrative and Level design, I also am capable of various other roles, such as feature design, gameplay design, and 3D art. For 3D art, I've got a degree from my previous education. A few examples of this are shown below!













