Samuel Cohen

Level & Game Designer

Level Design: Art + Storytelling + Technology

Welcome to my portfolio!

I am a level designer based in Barcelona, with

With a background in Fine Arts, Video Game Art, and Photography, I create levels designed to leave a lasting emotional impact that truly resonates with your players.

Get comfortable, take a look around my portfolio, and don’t forget to download my resume 😊

Freelancing

Lumen
Ritual Tides (AAA)
Raiders Rise

After Us

After Us is an action-adventure video game with platforming game mechanics and light combat. Players control a forest spirit named Gaia, who rescues the ghosts of the last animals after they went extinct due to human greed on a surreal version of Earth. As designers, our aim was to evoke the feeling of exploring a devastated world, while keeping a linear structure to guide the players.

Quarry
Factories
Additional Tasks

Etherborn

Etherborn is a surreal, artistic puzzle platformer with gravity-shifting mechanics. It follows the journey of a voiceless being who has just been born into a mysterious world where a bodiless voice awaits for her. The levels are designed as navigational puzzles with a very minimalistic approach. They are solved by exploring every corner to understand each possible path until the exit is found.

Shapes of a Memory
Desert of the Mind
Structured Thoughts

Miscellaneous [Programming, Technical Art, Shaders, etc.]

Terracotta
Blues and Bullets
The Pawn (Personal, GameMaker)