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Call of The Maw



In the aftermath of an orbital space battle, you are an underwater researcher. Control a submarine, defend yourself while investigating why the planets ecosystem has turned hostile

The team:

  • 2 Level Designers

  • 4 Game Artists

  • 5 Game Programmers

Production time:

  • 8 weeks half-speed 


  • "Tiled" Editor

  • TGE 

My Contribution:

  • Level Designing all levels together with LD colleague, switching ownership

  • Level Propping / Level Art

  • Member in Enemy task force

  • Member in Environment task force

  • Member in the Player task force


During the development of Call of the Maw, our team had only two level designers. This meant that we had to be more considerate of the scope. We had a lot of good ideas that we were willing to cut if we didn't have time to properly develop them.


Our teamwork within leveldesign was strong and we upheld good contact throughout the entire project. However, a lot of problems arrived from our lacking communication in-between different disciplines which made development take longer.


I learned some of the most important aspects of being a level designer through this experience. It's not enough to be able to create good levels, it's equally as important to help create a space where your colleagues can express difficulties in their work honestly.

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