Mafia: Definitive Edition

Associate level designer

Main Mission: Election Campaign

Election Campaign is a non-linear, prison-based mission focused on exploration, atmosphere, and narrative immersion.
I designed the mission from pre-production through final implementation, owning spatial flow, encounter pacing, narrative scripting, and environmental storytelling. The level guides players through a disorienting, oppressive space shaped by sound design, NPC presence, and visual storytelling to build tension and unease.

Screens and video

Design responsibilities and process

Level design:

  • Drew inspiration from the original game and the prison mission’s tone to capture its atmosphere.

  • Researched real prison architecture to inform spatial authenticity and layout logic.

  • Defined key zones to support narrative beats, exploration flow, and pacing.

  • Created 2D maps and developed 3D whitebox layouts adhering to design metrics.

  • Established a new mission flow and golden path aligned with the original game’s core objectives.

  • Positioned combat encounters and scripted NPC events to enrich space and player immersion.

  • Designed lever-based progression gates and escape routes to guide movement and build spatial memory.

  • Integrated side quests and collectibles to encourage optional exploration.

Example - Environment level design

Each prison room was designed around a distinct theme informed by environmental research and desired player experience.


The layout alternates between tight corridors and open yards to control pacing, using spatial compression, timed reveals, and surprise to build tension.

Mission design:

  • Developed mission objectives and progression aligned with the new flow and narrative direction.

  • Designed narrative and side-content gameplay to expand player engagement.

  • Created NPCs with unique backstories, personalities, and dialogues to amplify the prison’s surreal tone.

  • Collaborated with the world designer on interactive scenarios enhancing exploration variety.

  • Partnered with audio design to craft off-screen soundscapes that build tension and atmosphere.

  • Defined scripted sequences and design modifiers introducing surprise and pacing shifts.

  • Scripted gameplay logic, NPC behaviors, combat encounters, and fail conditions.

  • Recorded gospel vocals with the sound designer to deepen a specific NPC’s narrative impact.

  • Added an easter egg with conditional triggers to reward replay and curiosity.

  • Tuned combat scripting and balance to match escalating narrative intensity.

    Example - Levers and layered progression

    Players use levers to unlock both main paths and optional content such as cell doors, hidden dialogue, and collectibles.


  • This mechanic promotes exploration and reinforces the gated-prison theme.

    A later state change, triggered by the police invasion, alters NPC presence and side-content access, deepening the sense of progression and consequence.

Key Lesson

  • Balanced non-linear exploration with narrative pacing through intentional spatial design.

  • Used symbolic cues, narrative NPCs, and landmarks to guide players without breaking immersion.

  • Introduced lever-based gating to reinforce spatial memory and encourage deliberate navigation.

The saint and the sinner:

I created the initial layout of the church interior and contributed to early rooftop traversal design, focusing on spatial pacing and combat navigation..

Bon Appetite:

I helped expand the Bon Appetit mission by extending its playable space, designing the back area of the restaurant, and scripting the first encounter phase that takes place there.

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The Division 2 - main campaign mission – level & mission design