About

Karn Goel

I build levels around the way players naturally move, explore, and make decisions. I’m interested in creating spaces that feel believable while still quietly guiding the player toward what matters.

Introduction

I got into level design because I was always more interested in the spaces inside games than just what was happening in them. I would notice how a room made me move, where a path opened up, or how a game made me look in a certain direction without explicitly telling me to. That eventually turned into an interest in understanding how those decisions are actually made. I’ve been working primarily in Unreal Engine 5, building levels from early blockouts through environment placement, set dressing, gameplay events, and polish. I enjoy the process of taking a rough idea and gradually turning it into a space that feels intentional and enjoyable to move through.

Level design philosophy

For me, a good level should communicate without constantly explaining itself. The player should usually have a sense of where they can go, what might be interesting, and what is worth investigating, while still having room to make their own decisions. I try to keep spaces readable and fair, but I also want them to have enough character that the player remembers them after leaving.

Design approach

I usually start by understanding the purpose of the level and the experience I want the player to have. From there, I gather references, sketch out ideas, and move into blockout as quickly as possible. I use the blockout to test scale, pacing, routes, sightlines, and overall flow before spending too much time on detail. Once the layout is working, I build it up through environment placement, set dressing, lighting, and gameplay scripting. Playtesting is a big part of the process for me. If something feels confusing, slow, or unnecessary, I’d rather change the level than force the player through it.

Tools

Unreal Engine 5 · Blueprints · Blockout & Greyboxing · Level Design · Set Dressing · Environment Design · Lighting · Git & GitHub · Diversion · Blender · Documentation & Reference Planning

Current focus

Currently focused on improving my level design fundamentals, building more complete playable environments in Unreal Engine 5, and developing a stronger portfolio that shows not just the finished result, but the thinking and iteration behind each level.

Looking for opportunities

Open to Level Designer and Junior Level Designer roles, as well as collaborative game projects. I’m open to working with teams where I can contribute to level creation while continuing to learn and grow as a designer.