Calamity
Calamity is a 3D survival horror game that I worked on briefly with a small team. I was primarily tasked with creating level layouts for several linear levels.

The layout I designed for the "Morgue" level.

Example of the blockouts that I created based off of the layout maps from above. Most of the assets were created in Unity using the ProBuilder plugin. Here I was able to determine scalability and what assets were vital for the level.
Project: Mantic0re
This was my capstone project for my degree program. We put into groups of four and tasked with designing and developing a prototype from scratch. We each designed our own levels and were also tasked with scripting the gameplay mechanics while also collaborating with artists to simulate how the experience would be like if we were apart of a AAA studio.
This was a FPS platformer based off of the game Ghostrunner so our mechanics were based around fast movement/combat so the levels had to be designed for a platformer that featured wall-running, grappling, sword fighting, and sliding. This provided us with the opportunity to use the environment to advance the player through the level, I implemented the "big scary death fans" and grappling.
YouTube link to Level walkthrough

My level layout with detailed labels around gameplay elements and a walkthrough.
SCRAPS
SCRAPS was a school project that primarily focused on level design. Full Sail provided us with a pre-constructed game and we worked in groups of four to create one giant gameplay sequence. We were each tasked with designing our own levels following a specific workflow. The theme of the level was Sewer System/Underground Bunker and it introduced two core mechanics: Hidden Passageways and Lowering Water Levels.
I learned some of the basic, core level design skills that are critical in a professional AAA studio environment. Here I demonstrated my ability to introduce the IPM system in a level layout design.

The level layout that I designed for my level in SCRAPS.
Getaway
Getaway was another school project but I was working independently instead of in a team. In this project, I learned how to build a level concept from scratch. I went with a stealth level with AI patrolling guards that I scripted myself in C#. And I also introduced mechanics and collectibles that the player was able to interact with.
YouTube link to video showcase: https://youtu.be/NvNtai0iRlw

The flowchart that I initially created to visual the flow of the level.