So for the past two years I have been working as Level Designer on STRAFE, a Roguelike FPS by Pixel Titans, published by Devolver Digital.
I was responsible for Zones 2/3/4 from initial blockouts through to fully uv mapped/textured and playable spaces. Each zone consists of ~40 "rooms" that get procedurally strung together to form different levels each run. It's been a ton of work and a crazy amount of content but I have learned a lot and couldn't have asked for a better first job to get my shit together.
I also made 7/8 Murderzone Hubs and a few Secret Levels including a Narrative Walking Sim Parody Minigame, a Procedural DOOM clone, Rats Map, and Jump Map.
Textures were made by artists on the team, I dealt with the UV's and Geo. Made a few placeholder textures when needed.
The last thing I made for the game were new rooms for the 1st Zone. They were added in the big Millennium Edition update along with the Speedzone and a ton of improvements to the game.
The Menu for the Speedzone is a room that acts as both the start and finish line for friction-less one more run experience. Check your time, grab another gun, and loop it up.
Made using textures from the Hub and Skyscreen window shader from the 4th Zone. (Looks like a Skybox but gets damaged and flickers like a display between them)
STRAFE's secret levels are basically minigames. One of them that was particularly fun to make was the walking sim parody Going Home.
Was way more fun to make than it should have been.
Low FOV, excessive view bob, painfully slow walking, narration in the form of bad poetry, every dead end rewarded with more poetry and sometimes a collectable.
The green are invisible walls made intentionally insulting as part of the gag. The other volumes are triggers for the narrators poetry which I designed spaces for and placed temp markers.
Silly as it is, getting to make a more traditional single player level even if a joke was a really nice change of pace. Final triggers and fog/grading was done by Thom while I was working on something else.