Jared Dittamo
@jareddittamo.bsky.social
14 followers 110 following 8 posts
Level Designer in Unreal Engine | Look at my stuff: https://jareddittamo.artstation.com/ | Forever DM | More Hobbies than Shelf Space
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Reposted by Jared Dittamo
arnaldolicea.bsky.social
Happy #Blocktober! It's been a while since I've done something so I decided to write another blog about #LevelDesign. medium.com/@arnaldo42/l...
Level Design at Naughty Dog
#Blocktober 2025
medium.com
jareddittamo.bsky.social
I love the lighting, really ups the drama a ton. But I don’t think anything can beat that “ominous hell portal”
Reposted by Jared Dittamo
tianipixel.bsky.social
❌Proper tiling and masking for the UI sprites

✔️Convoluted ass optical illusion using a 3D camera

(Trust me, this is somehow way easier than all the other options I've tried, and more optimized too)

#gamedev #indiegame #lowpoly #madewithunity
jareddittamo.bsky.social
Finished the roughout so now its just time for the ole prop pass. Slowly but surely things are going to take shape, but its times like these where I wonder if I'm making educated gameplay choices or just throwing meshes around

#leveldesign #gamedev
Before any props After a first pass of props This is an important spot for the player to see the level objective (The Gondola) With lighting its a little harder to see but the tree definitely helps guide the eye
jareddittamo.bsky.social
I've been trying to use more historical reference as I work, often times real history can be more interesting than the stuff I come up with :)
jareddittamo.bsky.social
Finished the #leveldesign roughout for our demo level. Tried to use this as a time to get good pacing as well as mix in some verticality and interesting room shapes. Now that this is all settled its just a matter filling in the details!
jareddittamo.bsky.social
#gamedev The horror game I'm working on is set within a long abandoned sorcerer school, and I struggled initially with how to make classrooms that read well but still are whimsical and dramatic.

After looking into 1800s surgical theatres, I found the perfect inspiration for weird classroom shapes!
Before: The classrooms were more traditional, which is boring and not very "sorcerer school" Afterwards the classes are a lot more dynamic The more centered focus also helps me cut down on actionable space within the classrooms, which helps players move through them quicker without worrying about missing something All the modeling is done in Unreal Engine, using the "revolve path" tool
jareddittamo.bsky.social
#gamedev Working on #leveldesign for my horror game project, getting together the basic elements of the space, and trying to get the night lighting to work
Top down view of the start of the level I've since revamped the lighting for the outside portions
jareddittamo.bsky.social
#gamedev Added a "rune lock" mechanic to the doors, which can help promote exploration of spaces and break up the combat. Every survival horror game needs a door that no person was meant to open
jareddittamo.bsky.social
Posting some doors I worked on for my horror game project.

"Animating" doors are more typical, but I think having to push the door to open slowly can add more suspense to moment to moment gameplay. Whether you're entering a dark room or running away, it definitely does that