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Sam Levine

Game Designer/Sound Engineer

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This is my portfolio. Here I have projects, tech demos, and games that I have made. I focus mainly on level and gameplay design as well as player interaction and playtesting. I have also worked on audio production aspects of the games I've worked on.

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Projects

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Whispering Abyss (2022)

Studio: Precipice Games

Whispering Abyss (2022) is a 3D Adventure Game that I developed with a team of 21 people called Precipice Games. On this project, I was both a Sound Engineer and a Designer. As a Sound Engineer, I received assignments from the Audio Team Lead Dylan Twomley, as well as other team members in other departments, regarding features in the game that need sound effects. I would be tasked with either finding the sound effects online from a free library, or recording them myself, and then mixing in Reaper and editing them with Ocenaudio. Once finished, I worked with Jerry Monnecka, one of our programmers, on implementing these sound effects into the game. I would then check back with those who tasked me with making the sounds for feedback and confirmation. Additionally, I held recording sessions for more voice lines for different characters and for narration for the game’s trailer in which I set up in isolated sound environments in my school, set up a microphone and my computer, and gave my talent headphones so that they could monitor themselves while recording. Once finished, I mixed and edited those and either implemented them in the game or gave them to those making the trailer for the game.

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Heavenly Sin (2021)

Lotta Damage Studios Game

Heavenly Sin is a Murder Mystery/3D Platformer Unity game set in the 1920s that I worked on with a group called Lotta Damage Studios, which consisted of 11 of my peers. I worked as the Creative Lead, the Lead Level Designer, and a Musician/Sound Engineer in this project. Click below to learn more as I go into more detail there.

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Derpy Derby (2021)

Game Jam 2021 Game

Derpy Derby is a Multiplayer Demolition Derby in which up to four players bash, crash, and smash each other in a stadium filled with obstacles and terrain. In this project, I worked in a team of five as a Game Designer and a Sound Engineer. My duties included facilitating and participating in gameplay concepts, mechanics, and scope; Playtesting and finetuning the player’s car movement and damage values; gathering royalty-free sound effects and music, as well as editing their length and volume in Ocenaudio to fit our game’s vision.

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Drone Zone (2020)

Solo Project

Drone Zone is an Arcade Survival game in which the player plays as a robot and must survive a constant onslaught of drones by maneuvering out of the way and placing bombs for the drones to collide with. I made this game by myself using Unity Engine and programmed it in C#. In this project, important assets I made include the AI for the drones and a Character controller for the player's robot movement and bomb placement. The level itself is modeled after the map Wizard from Halo.

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Wire or Retire (2020)

Game Jam 2020 Board Game

Wire or Retire is a Strategy Board Game in which players must work together to repair a power grid while protesting citizens of a town keep destroying it. I worked as a Game Designer and a Project Lead on this game. Like with Dungeon Monsters, I developed rules, mechanics, and outlined our game’s direction with my teammates. Additionally, I facilitated playtesting and incorporated player and teammate criticisms into corrections for rules and gameplay concepts. As a Project Lead, I assigned each team member work, planned the scheduling of our work, and maintained a positive, motivated, and efficient work environment amongst my team.

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Dungeon Monsters (2018)

Game Jam 2018 Board Game

Dungeon Monsters is a four-player tabletop, fantasy, role-playing, battle royale game that tasks players with collecting their three win condition items and return to their base while battling other players with magic and swords. I worked as a Game Designer on this game, in which I developed rules, mechanics, and outlined our game’s direction with my teammates. Additionally, I facilitated playtesting and incorporated player and teammate criticisms into corrections for rules and gameplay concepts.

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