After arriving at the station in the Puma vehicle, the player enters the Atrium to retrieve critical data. However, they encounter a much stronger enemy presence than anticipated and must fight their way through to reach the surviving marines—then hold the position alongside them until reinforcements arrive. As the first man-made structure encountered in the demo, the station’s design required careful consideration. We ultimately chose an atrium style inspired by malls and hotels, creating a theatrical, open gameplay space. This layout not only establishes a striking visual contrast but also provides a broad arena for dynamic combat encounters.
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GAME DESCRIPTION: Sentinel is a sci-fi PvE first-person extraction shooter that emphasizes straightforward movement, sandbox interaction, and tightly crafted level design—eschewing ability-based combat and cover shooting in favor of raw, responsive gameplay. Set in a post-apocalyptic future, you play as a Varangian—a Nordic-inspired, augmented space mercenary—offering your strength to the remnants of humanity… for a price. Scavenge like a Survivor. Build like a Space Marine. Fight like a Viking.
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MY ROLE: As Creative Lead, I was responsible for providing both artistic and creative direction while overseeing the overall production process. In addition to managerial duties, my core in-engine focus was level development—balancing both level design and level art duties and leading others where appropriate. I also contributed across disciplines as needed, including 3D modeling, gameplay and event scripting, combat encounter design, texture and shader development, and animation.
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CREDITS: Alberto Panico, Alex Wright, Antonio Gil, Daedra Christopher, Danny Jundi, Davis Zekthi, Elia Sheikh-Bahaie, Eric Lipshutz, Erik Flood, Grif Wu, Jaden Nance, Jake White, Joshua Thornhill, Justice McClellan, Kaleb Nekumanesh, Kat Peterson, Matthew Griffith, Matthew Hodge, Matthew Stone, Mike Tilden, Mitchell Broom, Nick Price, Rachel Clark, Steven Atha, Tyler Harper, Victoria Pennington.
GAMEPLAY - Large spaces designed with a “Swiss cheese” layout create a sense of openness while still guiding player movement. Limited cover placement helps form distinct combat pockets, allowing for staggered encounters rather than overwhelming combat.
WIP DESIGN - In the above screenshots, my role focused on level design and combat encounter layout.
GAMEPLAY - Enemies are capable of swimming, allowing them to enter the gameplay space from water or move quickly between positions. This encourages players to stay alert to their surroundings, as threats can emerge unexpectedly—even surfacing behind them.
GAMEPLAY TRAILER - Our first trailer served as a crucial milestone, providing valuable feedback that helped shape the game’s design and art direction moving forward.