Torchlight III

(Echtra Games, 2020)


As a Senior Level Designer, I built and implemented multiple dungeons and outdoor areas, with a focus on environment construction, decoration, and combat encounter setups. My work emphasized creating memorable combat spaces within Torchlight’s action-RPG framework, ensuring player movement and exploration felt engaging and visually rewarding. I collaborated closely with environment art, combat design, and narrative teams to deliver levels that reinforced the franchise’s signature charm.

Below are a few examples from the many modular levels I built for this title.

Hidden Falls
Built and implemented this outdoor environment, emphasizing vertical traversal, ambushes, and layered combat setups to showcase Torchlight’s fast-paced ARPG gameplay.

Grand Hall
Created most tiles for this large-scale environment, designed to showcase striking architecture, negative space and dramatic sightlines.

Voltura Village
Created this perilous environment, where mechanized birds jump you from their bird gang hangouts and unleash deadly electrical attacks. Electrical hazards heighten tension and keep players under constant threat in this hostile village.