Lead Level Designer

I design levels with a focus on grounded reality, accessibility and dramatic composition.  Gameplay and art are inseparable - the former structures the game and challenges the player, the latter shapes how they approach, feel and remember their experience.  Neither works without the other.

Design Philosophy

Find your inspiration

Every design communicates something to the player. Find an exciting idea to build around and let the player experience that excitement, too.

Having a great central concept will make your designs memorable.

Study the world

People build things the way they do for a reason.  Learn that logic and bring it into your work.  Levels that follow real-world logic are easier to understand and navigate.  Use research to bring your designs to life.

Disappear into your work

The best designs make players forget there is a designer.  Make levels comfortable to engage with, so that players are free to notice the things you want them to.  Make your levels easy to explore and traverse within your game's features.  Do not violate the player's expectations of the world you build.

Understand your goals

Every design request has goals to accomplish.  Know them before you begin and prioritize them when you start your work.  Evaluate throughout production.  Nothing else matters if you miss the point of the task.

About John Michel

My entry into game development was as an artist - this was my primary experience and training at that point.  However, my love and interest in gameplay quickly shifted me towards building environments and shaping player experiences.

Every gameplay space I make brings new challenges and lessons.  When I approach a new level, I try to find the core idea and something about it that excites me.  I start with those elements and work my way outward, almost guiding the level as it shapes itself.  Inspiration is all around us.  I find it in movies, artwork, office buildings, city layouts, photos, shopping malls and parking garages.  It is impossible to divorce art from design since both are integral to the final product.

I'm currently Lead Level Designer at Funcom.  I believe in gently guiding my team to develop their ideas while instilling best practices and providing help when needed.  I'm open to opportunities and challenges that need my experience and will give me more chances to grow.

Ready to explore my work?

Dive into my portfolio to see how I bring game worlds to life, or review my resume for a detailed look at my professional journey and skills.