Wilson Xhaflaire
Level Designer
Transforming Historical Research into Playable Spaces
My goal is not to make lectures inside games. I use historical research as a design tool to create readable, believable, and playable spaces.
Featured Work
Ready or Not
A Ready or Not level concept set inside a private museum exhibition, combining hostage rescue, cultural preservation, and tactical player choices.
Zemsty Nadszedł
Infiltration-combat level built with the Advanced Locomotion System (AGLS), inspired by the real-life Pinsk Prison Raid of 1943.
TomoTomo
3D platformer built in Unity, focused on clean traversal, readable routes, and level flow.
Project 2845
Science-fiction walking simulator built on Unreal Engine 5.5, centered on atmosphere, exploration, and environmental storytelling.
Level Design Expertise
Engine & Blockout Workflow
I can quickly move from intention to playable space and test if a layout works.
Level Flow & Documentation
I make spaces easier to build, explain and iterate through clear intentions, flow and layout notes.
History as a Design Tool
My historical background gives levels stronger context, believable world logic and cultural texture.