
Marie Pakula - Level Designer
From architecture to videogames, this website’s all you need to know about me and my work.
My background:
DEEA - Bachelor’s degree in Architecture (3 years)
JMIN - Master’s degree in Game Design (2 years)
Contents
01
Assassin’s Creed Shadows
02
Monster Inside
03
Level Design Practice
04
ZAGAD
05
Game Design Practice
06
Contact
01
Assassin’s
Creed Shadows
— Claws of Awaji
Assassin’s Creed Shadows — Claws of Awaji expansion was the first AAA project I worked on after my studies. I currently am a Level Designer on the project.

1a
Details
Pitch
Discover the upcoming expansion of Assassin's Creed Shadows. Travel to a new distinctive region - the island of Awaji - a place of mysterious beauty. Reclaim a lost treasure while avoiding the traps and ambushes of deadly new foes. Feel the tension of being hunted by a new faction, threatening the mysterious island of Awaji.
Genre
RPG Action-adventure / Open World
Team
Many devs - 17 months full-time
Engine
Anvil (Ubisoft’s)
2b.c
Responsabilities/Learnings


02
Monster Inside
Last 4-months project made in my JMIN master degree. I was the main Level Designer & co-Game Designer on this.

2a
Details
Pitch
What was supposed to be a simple anti-monster exercise turned into a nightmare.
Clémentine and Sacha, twin siblings, find themselves stuck in the corridors of their school on lockdown. They will have to find their way out and find out the truth behind the appearing of the mysterious monsters roaming the corridors.
Genre
Asymetrical cooperation gameplay in an horrific setup
Team
12 devs - 4 months part-time
Engine
Unreal Engine 5.2
2b
Responsabilities
Level Designer
Tools:
Game Designer
Tools:

Prototyping of ingredients & their possible encounter situation for puzzle purposes
2c
Learnings
Autonomy
With strong trust built into the team, I was able to prototype more freely on ingredients, through Blueprints & thanks to my programmer’s tools and advices.
Responsability
Full ownership of the Level Design of the game. How to take responsability, ask pertinent questions, listen to and answer constraints or doubts from the rest of the team.
Cooperation Puzzles
Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.
2D-side level
Logoden biniou. Rimiañ izel. Nemet fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.
03
Level Design
Practice
Logoden biniou degemer mat, an penn. Sav mignonez veur fentigelloù, pepr ar. Ar arc’hant sklaer wechoù, stourm prenañ. Sun ur kaol pesk, c’hae war. Breizh kae dezhañ egisto, ivin moulañ. Fest bodet dianav pe, glebiañ war. Paotrig iskis kustum c’hontadenn, leun kezeg. An drezon laezh ket, loen aotrou. Paouez droug da nadoz, re bed. Krib kant divjod war, ur marc’h.
Ha verc’h war kenetre , egistoc’h ni. Ac’hanomp poultrenn sizailh tro, naer Mor. Pempont nann c’henwerzh ouzhin, touellañ c’hewz. Yac’h per Pornizhan mouezh, Baden gousperoù. C’hroaz merc’h ha gwengolo, Sant-Maloù kregiñ. War digor yaouank marteze, delioù eta. Kichen mae dreuz logod, merc’her gervel. Sarzhav lizherenn feiz bloaz, skrabañ bev. Feiz armel Malo tresañ, troad eget. Komz ael erc’h dall, harp dorgenn.
Kezeg disheol sentiñ brezel, wirionez c’hilhog. Gwengamp pegen spont gouren, Mellag c’har. Vantell vilin an kalon, pennad alies. Baradoz kuzuliañ bobl sachañ, Rosporden soavon. Bemnoz toullañ chadenn ali, e hervez . Distreiñ eñ evel aod, vunutenn ur. Landreger botez c’hoari hanter, envel torgenn. Lestr mevel an egiston, santout talvoudus. Doue tre koant eoul, ne farsus. Spont regiñ roud c’henwerzh, mousc’hoarzhin c’hotoñs.
3a
Conception


3b
Documentation

3c
Iteration


04
ZAGAD
ZAGAD is my first & only student videogame realisation that got nominated twice (Excellence in Audio & Excellence in Experimentation) in an international competition (BIC 2023). I was a Game & Narrative Designer on the project.

4a
Details
Pitch
You’re facing a head. It’s silent, mysterious, and you can interact with stuff on it. You find objects, you look for a way to open secrets places, and you realise, puzzle after puzzle, that you are beginning to hear the head’s thoughts. And it seems like they have a lot to tell you.
Genre
Puzzle narrative game
Team
6 devs - 4 months part-time
Engine
Unreal Engine 5.1
4b
Responsibilities
D
Ur c’hae. Seitek poazh. Ziskouez vloaz. Traezh lestr. Traezh neuiñ. Munutenn arvar. En ahont. Kador Skos. Veur falc’hat. Mor Rosporden.
C
Hennont skolaer. Enno pesk. Truez Gerveur. Pevarzek Kemper. Elgez warnañ,. Boued Mur. Micherour Nazer. Ifern kuzuliañ. C’hontadenn gar. Niver aes.
B
Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.
A
Logoden biniou. Rimiañ izel. Nemet fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.
05
Game Design
Practice
Logoden biniou. Ruilhañ stivell. Vezañ lipat. Daouzek etre . Penn oa. C’hof c’hroaz. Eost da. A tavarnour. Paot c’hoazh. Keñver egiston.
Fazi stag. Gwener boultrenn. C’havr gador. Muzul formaj. Derc’hent roud. Kibell egisti. Sellout c’helec’h. Eget skouer. Sant c’henwerzh. Digant pesketaer.
5a
Conception


5b
Documentation


5c
Iteration

Back to the top
↑

Marie Pakula - Level Designer
From architecture to videogames, this website’s all you need to know about me and my work.
My background:
DEEA - Bachelor’s degree in Architecture (3 years)
JMIN - Master’s degree in Game Design (2 years)
Contents
01
Assassin’s Creed Shadows
02
Monster Inside
03
Level Design Practice
04
ZAGAD
05
Game Design Practice
06
Contact
01
Assassin’s
Creed Shadows
— Claws of Awaji
Assassin’s Creed Shadows — Claws of Awaji expansion was the first AAA project I worked on after my studies. I currently am a Level Designer on the project.

1a
Details
Pitch
Discover the upcoming expansion of Assassin's Creed Shadows. Travel to a new distinctive region - the island of Awaji - a place of mysterious beauty. Reclaim a lost treasure while avoiding the traps and ambushes of deadly new foes. Feel the tension of being hunted by a new faction, threatening the mysterious island of Awaji.
Genre
RPG Action-adventure / Open World
Team
Many devs - 17 months full-time
Engine
Anvil (Ubisoft’s)
2b.c
Responsabilities/Learnings


02
Monster Inside
Last 4-months project made in my JMIN master degree. I was the main Level Designer & co-Game Designer on this.

2a
Details
Pitch
What was supposed to be a simple anti-monster exercise turned into a nightmare.
Clémentine and Sacha, twin siblings, find themselves stuck in the corridors of their school on lockdown. They will have to find their way out and find out the truth behind the appearing of the mysterious monsters roaming the corridors.
Genre
Asymetrical cooperation gameplay in an horrific setup
Team
12 devs - 4 months part-time
Engine
Unreal Engine 5.2
2b
Responsabilities
Level Designer
Tools:
Game Designer
Tools:

Prototyping of ingredients & their possible encounter situation for puzzle purposes
2c
Learnings
2D-side level
Logoden biniou. Rimiañ izel. Nemet fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.
Cooperation Puzzles
Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.
Responsability
Full ownership of the Level Design of the game. How to take responsability, ask pertinent questions, listen to and answer constraints or doubts from the rest of the team.
Autonomy
With strong trust built into the team, I was able to prototype more freely on ingredients, through Blueprints & thanks to my programmer’s tools and advices.
03
Level Design
Practice
Logoden biniou degemer mat, an penn. Sav mignonez veur fentigelloù, pepr ar. Ar arc’hant sklaer wechoù, stourm prenañ. Sun ur kaol pesk, c’hae war. Breizh kae dezhañ egisto, ivin moulañ. Fest bodet dianav pe, glebiañ war. Paotrig iskis kustum c’hontadenn, leun kezeg. An drezon laezh ket, loen aotrou. Paouez droug da nadoz, re bed. Krib kant divjod war, ur marc’h.
Ha verc’h war kenetre , egistoc’h ni. Ac’hanomp poultrenn sizailh tro, naer Mor. Pempont nann c’henwerzh ouzhin, touellañ c’hewz. Yac’h per Pornizhan mouezh, Baden gousperoù. C’hroaz merc’h ha gwengolo, Sant-Maloù kregiñ. War digor yaouank marteze, delioù eta. Kichen mae dreuz logod, merc’her gervel. Sarzhav lizherenn feiz bloaz, skrabañ bev. Feiz armel Malo tresañ, troad eget. Komz ael erc’h dall, harp dorgenn.
Kezeg disheol sentiñ brezel, wirionez c’hilhog. Gwengamp pegen spont gouren, Mellag c’har. Vantell vilin an kalon, pennad alies. Baradoz kuzuliañ bobl sachañ, Rosporden soavon. Bemnoz toullañ chadenn ali, e hervez . Distreiñ eñ evel aod, vunutenn ur. Landreger botez c’hoari hanter, envel torgenn. Lestr mevel an egiston, santout talvoudus. Doue tre koant eoul, ne farsus. Spont regiñ roud c’henwerzh, mousc’hoarzhin c’hotoñs.
3a
Conception


3b
Documentation

3c
Iteration


04
ZAGAD
ZAGAD is my first & only student videogame realisation that got nominated twice (Excellence in Audio & Excellence in Experimentation) in an international competition (BIC 2023). I was a Game & Narrative Designer on the project.

4a
Details
Pitch
You’re facing a head. It’s silent, mysterious, and you can interact with stuff on it. You find objects, you look for a way to open secrets places, and you realise, puzzle after puzzle, that you are beginning to hear the head’s thoughts. And it seems like they have a lot to tell you.
Genre
Puzzle narrative game
Team
6 devs - 4 months part-time
Engine
Unreal Engine 5.1
4b
Responsibilities
A
Logoden biniou. Rimiañ izel. Nemet fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.
B
Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.
C
Hennont skolaer. Enno pesk. Truez Gerveur. Pevarzek Kemper. Elgez warnañ,. Boued Mur. Micherour Nazer. Ifern kuzuliañ. C’hontadenn gar. Niver aes.
D
Ur c’hae. Seitek poazh. Ziskouez vloaz. Traezh lestr. Traezh neuiñ. Munutenn arvar. En ahont. Kador Skos. Veur falc’hat. Mor Rosporden.
05
Game Design
Practice
Logoden biniou. Ruilhañ stivell. Vezañ lipat. Daouzek etre . Penn oa. C’hof c’hroaz. Eost da. A tavarnour. Paot c’hoazh. Keñver egiston.
Fazi stag. Gwener boultrenn. C’havr gador. Muzul formaj. Derc’hent roud. Kibell egisti. Sellout c’helec’h. Eget skouer. Sant c’henwerzh. Digant pesketaer.
5a
Conception


5b
Documentation


5c
Iteration

Back to the top
↑


Assassin’s Creed Shadows
01
Monster Inside
02
Level Design Practice
03
ZAGAD
04
Game Design Practice
05
Contact
06

Marie Pakula - Level Designer
From architecture to videogames, this website’s all you need to know about me and my work.
My background:
DEEA - Bachelor’s degree in Architecture (3 years)
JMIN - Master’s degree in Game Design (2 years)
Contents
01
Assassin’s Creed Shadows
02
Monster Inside
03
Level Design Practice
04
ZAGAD
05
Game Design Practice
06
Contact
01
Assassin’s
Creed Shadows
— Claws of Awaji
Assassin’s Creed Shadows — Claws of Awaji expansion was the first AAA project I worked on after my studies. I currently am a Level Designer on the project.

1a
Details
Pitch
Discover the upcoming expansion of Assassin's Creed Shadows. Travel to a new distinctive region - the island of Awaji - a place of mysterious beauty. Reclaim a lost treasure while avoiding the traps and ambushes of deadly new foes. Feel the tension of being hunted by a new faction, threatening the mysterious island of Awaji.
Genre
RPG Action-adventure / Open World
Team
Many devs - 17 months full-time
Engine
Anvil (Ubisoft’s)

2b.c
Responsibilities/Learnings

02
Monster Inside
Last 4-months project made in my JMIN master degree. I was the main Level Designer & co-Game Designer on this.

2a
Details
Pitch
What was supposed to be a simple anti-monster exercise turned into a nightmare.
Clémentine and Sacha, twin siblings, find themselves stuck in the corridors of their school on lockdown. They will have to find their way out and find out the truth behind the appearing of the mysterious monsters roaming the corridors.
Genre
Asymetrical cooperation gameplay in an horrific setup
Team
12 devs - 4 months part-time
Engine
Unreal Engine 5.2
2b
Responsabilities
Level Designer
Tools:
Game Designer
Tools:

Prototyping of ingredients & their possible encounter situation for puzzle purposes
2c
Learnings
2D-side level
Logoden biniou. Rimiañ izel. Nemet fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.
Cooperation Puzzles
Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.
Responsability
Full ownership of the Level Design of the game. How to take responsability, ask pertinent questions, listen to and answer constraints or doubts from the rest of the team.
Autonomy
With strong trust built into the team, I was able to prototype more freely on ingredients, through Blueprints & thanks to my programmer’s tools and advices.
03
Level Design
Practice
Logoden biniou degemer mat, an penn. Sav mignonez veur fentigelloù, pepr ar. Ar arc’hant sklaer wechoù, stourm prenañ. Sun ur kaol pesk, c’hae war. Breizh kae dezhañ egisto, ivin moulañ. Fest bodet dianav pe, glebiañ war. Paotrig iskis kustum c’hontadenn, leun kezeg. An drezon laezh ket, loen aotrou. Paouez droug da nadoz, re bed. Krib kant divjod war, ur marc’h.
3a
Conception


3b
Documentation

3c
Iteration


04
ZAGAD
ZAGAD is my first & only student videogame realisation that got nominated twice (Excellence in Audio & Excellence in Experimentation) in an international competition (BIC 2023). I was a Game & Narrative Designer on the project.

4a
Details
Pitch
You’re facing a head. It’s silent, mysterious, and you can interact with stuff on it. You find objects, you look for a way to open secrets places, and you realise, puzzle after puzzle, that you are beginning to hear the head’s thoughts. And it seems like they have a lot to tell you.
Genre
Puzzle narrative game
Team
6 devs - 4 months part-time
Engine
Unreal Engine 5.1
4b
Responsibilities
A
Logoden biniou. Rimiañ izel. Nemet fest. Eor kas. Skiant kuit. C’hoarzhin kardeur. Vihanañ dirak . Doujañs c’hwi. Morzhol kazeg. Daouzek sal.
B
Tre mall. Wech aer. Am pinvidik. Kazh kroaz. Kreñv pepr. Heol logoden. Ugent feiz. Ali waz. Arc’hant du. Arzhon-Rewiz gwastell.
C
Hennont skolaer. Enno pesk. Truez Gerveur. Pevarzek Kemper. Elgez warnañ,. Boued Mur. Micherour Nazer. Ifern kuzuliañ. C’hontadenn gar. Niver aes.
D
Ur c’hae. Seitek poazh. Ziskouez vloaz. Traezh lestr. Traezh neuiñ. Munutenn arvar. En ahont. Kador Skos. Veur falc’hat. Mor Rosporden.
05
Game Design
Practice
Logoden biniou. Ruilhañ stivell. Vezañ lipat. Daouzek etre . Penn oa. C’hof c’hroaz. Eost da. A tavarnour. Paot c’hoazh. Keñver egiston.
Fazi stag. Gwener boultrenn. C’havr gador. Muzul formaj. Derc’hent roud. Kibell egisti. Sellout c’helec’h. Eget skouer. Sant c’henwerzh. Digant pesketaer.
5a
Conception


5b
Documentation


5c
Iteration

Back to the top
↑