Hi, I’m Graeme Wilson, a Game Design and Production student at Abertay University with a strong interest in Level Design, gameplay iteration, and player experience. I enjoy creating engaging levels that balance gameplay flow, challenge, and teamwork, particularly within co-op and multiplayer experiences.Through university projects, I have worked in multidisciplinary teams developing games in engines such as Godot and Unreal Engine, focusing on greybox prototyping, modular level design, and iterative development based on playtesting feedback. I’m passionate about collaborating with artists and programmers to create memorable gameplay experiences while continuously refining my skills as a designer.


academic projects


Galactic Garage

Work together with a friend to repair and refuel customer ships as they arrive on your dockyard - make sure to fix them quick or the customers will leave unsatisfied.Keep an eye on your dockyard as malfunctions will distract you from your precious customers during the 10 minute shift.

Genre: Chaotic Couch Co-Op
POV: Isometric
Type: 2-Player co-op
Team Size: 8
Duration: 4 months class time plus continued development outside of class
Platform: PC (Godot)

Role(s) and responibilities

Level Design
I created a paper prototype which I then implemented in UE 5. I made two version's of the level in UE 5 based on feedback from my team, our peer's and industry mentors until we decided to move engines to Godot to benefit our programmers who have more experience in Godot. In Godot I started level prototyping from scratch which had a positive effect as I implemented all the feedback I got from the previous two concepts some of that feedback was I had to change the layout of the level to make it flow better and change some of the room sizing to accommodate gameplay mechanics. After some conversions with one of the artist's we decided to make the level creation more modular to iterate additional level's quicker. Following on from that I decided to make four more level's as we want to continue development outside of class time.
UI Design
I volunteered to do UI Design when our production timeline was as risk I learned the skills needed during the project to keep the team on track some of the skills I learned was when to use Diegetic and Non-Diegetic UI when coming up with Gameplay UI concepts. I made 8 Gameplay UI concepts and based on Feedback from the team and Playtester's I made a further 3 concept's. This included the best part's of the 8 I made which I then further refined to land on the UI which is in the game currently. I spent a lot of time in Adobe Photoshop making the UI concepts inspired by Overcooked, Among Us and Moving Out due to the fact the game is in the chaotic couch co-op genre.
Video Editing
Near the end of the project, I volunteered to take responsibility for editing our game trailer. Due to my previous experience with DaVinci Resolve, I was able to quickly establish an editing workflow and assemble the footage efficiently. Working alongside two other team members we recorded gameplay footage, edited the trailer, got feedback on the first draft of the edit, re-edited the trailer based on that feedback and published it within a single day. This allowed us to showcase the project professionally before submission and was something we were all proud to achieve as a team.


Zimachlin's

The Goober boss has giving you the most impossible task across space and time which is.............. THE BIG SHOP!!! You have became the boss's PA and it's your Job to make sure you get his shopping but a darker secret lingers which will have unexpected outcomes.

Genre: Simulation
POV: 1st Person
Type: Single Player
Team Size: 8
Duration: 4 months
Platform: PC (Unreal)

Role(s) and responibilities

Level Design
Concept, Grey-Blocking and Pacing
Programming
Main Menu, Pause Screen, Credits button, Settings Menu, Exit Button
Video Editing
Gameplay Video


Gameplay and Trailer


Galactic Garage - Gameplay

Galactic Garage - Trailer

Zimachlin's - Gameplay


Voluntary Playtesting


Alongside my development work, I have volunteered as a playtester for both closed and open game tests, across a number of different titles. During these playtests, I identified and documented bugs, reproduced issues for developers, and provided detailed feedback through community platforms such as Discord. When allowed by NDA I also organised informal group playtests with other players, gathering feedback on gameplay experience, usability, and overall enjoyment before passing this information on to developers. This experience strengthened my understanding of player behavior, gameplay flow, and the importance of iterative feedback in game development.