About the Mars Games Internship

Through her master degree plan at Full Sail University, Haley worked as a Lead Level Designer, Environment Artist, and Producer (Intern) in the production of an unannounced title. She has designed many levels in this project and has taught other designers how to use different tool sets, tricks on how to achieve different objectives in the game, and has helped consolidate feature lists to be prepared in levels. She created standard procedures and documentation for designers to follow to enhance the companies design practices and collaborated with many internal departments to ensure that others could follow those practices.
This unannounced title is currently under an NDA, which makes it difficult to clarify the goals and features of the levels. Once NDA is lifted (expected late 2025), those will be included. Please contact her for any questions you may have.
Research conducted during her master’s program allowed her to enhance her design vision, with a focus on Environmental Storytelling. Haley is all about creating worlds where the player can immerse themselves and escape from the drone of day-to-day life. She studied research and talks, such as Afshar and team’s Leveraging Landscape Architecture and Environmental Storytelling for NextGeneration Gaming Experiences in ASCAAD 2023 and Smith and Worch’s GDC talk “What happened here?” and applied studied theories to her designs. Afshar’s research was referenced many times when designing the small levels seen within this portfolio to ensure that lore and environment met smoothly. Smith and Worch’s visual guide of “what happened here?” and using a still image to tell a story was also applied, with finished level screenshots going through a verification process following the same exercise shown in their talk.
Roles
Responsibilities
- Lead Level Designer
- Led a team of level designers and environment artists, coordinating
tasks and ensuring alignment with game vision. - Designed and built engaging and immersive levels in Unreal Engine
to support gameplay elements that enhance player experience. - Developed and managed level design documentation, ensuring
consistency and cohesion within the studio. - Collaborated with cross-functional teams to ensure levels and
landscapes met design pillars and were properly generated through
Voxel and Procedural Content Generation. - Incorporated playtesting feedback to improve level coherence,
balance, pacing, and overall player experience.
Tools ->
Unreal Engine; Draw.io