Environment and Level Design

You're previewing some of my portfolio work as a Freelance Concept Artist and Level Designer. Please visit the Case Studies tab to view sketches, techniques, and other information to learn about working with me on your project.

A technical drawing or blueprint of a house layout on paper with a person’s hand holding a pen, appearing to make notes or adjustments.

Designing Believable Environment Concept Art

The process goes like this:
1. - Think about how people will use the spaces.
1.2. - Make it realistic (not just pretty pictures). After reading Atomic Habits by James Clear, I started paying more attention to how people move around and how the environment shapes behavior, and began thinking like an architect.

For example, if I’m making a town, I ask:
“Should the water well be in the middle of the town square so people can trade, socialize, and take care of other things at the same time?”

3D blocking and scene development process for environment concept design, professional pipeline demonstration

Environment Design that Supports Gameplay

I also overlap empty spaces, doorways, windows, and fences, and show parts of the level from far away without revealing everything. This makes players curious and they'll want to keep exploring.

Concept art and floor plan for a video game level called "Amnesia Rebirth, fort courtyard" showing a fort with a courtyard, trees, and stone structures. The diagram includes annotations such as 'path to living quarters,' 'big open window/archway,' 'locked door is bigger,' 'rooms half filled,' 'blocked cistern by sand,' 'tank spot,' 'path to arsenal,' and start point. The layout details ground level and upper floor indicated sectioned diagrams, and notes mention environmental mood development, level design, gameplay, research, and storytelling.

Environment Concept Art and Level Design in One

Most of the environment concept art I design for games isn’t flashy nor it would trend on Artstation, but my focus is on level design, usability, and player experience to make sure the games are fun and have replay value.

That means making sure the game is fun to play over and over again. (Like those old Fallout games where you keep restarting to try a different way to play because you’re really curious about all the choices you can make.)

“I am happy to have the chance to work with Miguel, an always enthusiastic and rapturous artist. He is one of the most supportive people I know, and he manages to stay humble despite his great talent and unique style. He has the capacity to come up with endless new ideas for every new project, and his solution-oriented approach (similar to that of engineers) make him a valuable team member. I honestly hope we will have many more opportunities to collaborate in the future.“

Ahmet Akar,
Senior Concept Artist, Ubisoft Barcelona.