Harkirit Gill
Junior Level Designer
Hi i'm Harkirit Gill and I am a junior Level and games designer. I have been working on games during and after my time at university and can see some examples of my work below. You'll be able to see some of my work with small paragraphs about the work with more information in the projects tab.
If you would like to find out more about me, you can find out more through my resume here or check out my Linktree.
With these projects you will see a variety of software used, I am proficient in Unreal Engine 4 and 5 with that being my most used. I have used Unity in the past and have started to use that recently again in which my level design skills have definitely improved and have gained some coding knowledge. I also have Photoshop, substance, 3DS Max and Blender understanding after designing and creating models for multiple projects in the past.
While working on these projects I have gained some leadership skills after having to direct people in my university collab project and direct people on some other projects. I have creative solutions to problems but will also listen and take on ideas and thoughts. I always communicate with the teams on hand and strive to make things perfect.
Peasant Post
Peasant Post was a game that was done part of the GDG Bootcamp along with two programmers and an Artist.
In this game you play as a Postman who is tasked in delivering parcels to townsfolk whilst going against creatures and going through problematic paths. At the end, you must collect a parcel to return that needs to return to the post office, but be warned, the creatures also want the parcel for themselves.
With this game, me and my team had 12 weeks to develop a game and used Unreal Engine 5. After brainstorming with the team we decided on a small action adventure game involving the pigeon, inspired by a pigeon flying into my window. Using Kenney asset packs, i created a level originally too ambious for the project that was a struggle for us to play. However, After external feedback and communicating with my team, I went and redone the first level and created a simpler level 1. This allowed us to have a better time with enemy placement and flow of the game.
With this being the first time i've had to work in a team outside of friends and university this game came with a lot of learning points. I had to think about how documents need to be created for the team, how they would read them along with the language and structure these needed. Having to talk between disciplines was a learning experience too as I got to see first hand how they went through their work flow and understand what they needed as they went along.
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Although, it resulted in a difficult game to play and even harder one to complete. This game was a massive learning experience for me and I am proud of what we were able to do in 12 weeks. Hopefully it will have more development time where we can fix the issues, polish it up and create the other levels that were originally planned.
Track of Dreams
Track of Dreams was my Final Year Project at Staffordshire University back in 2022 and was presented at Gradex 22. The idea is to make a low poly racer that followed the 'Simcade' style of early 2000's racing games and using that basis as a way to show off my level and game design skill by creating my own version of Monaco from the Formula 1 calendar.
With this I had a year to develop the game and used Unreal Engine 4. I was given a year and after originally wanting to do a full simulator game i eventually changed it to something like this. I decided to create the track using a Kenney asset pack and went around creating the turns of monaco, after that I felt inspired to continue and in a few weeks created this map by using maps of monaco and onboards of F1 cars to get a track loosely following the same track just low poly, whilst also having to model the tunnel in order to create the tunnel after the Casino hairpin in the Grand Prix.
Peril
Peril is a framework from first year of university at Staffordshire university, the framework was given to students to help understand the basics of game design but allowing creative freedom. Using the framework provided I created a small Doom inspired level complete with enemies, power ups, boss fights and secret weapon and room.
If you would like to play the game click here!
How We Rust
How We Rust was my senior level design project at Staffordshire University in my Collaborative Game Development. The idea was to make a game about a person named Brennen who goes through a factory to help the lives of those that the factory is trying to turn into robots. I designed the blockout of the train station and the rest of the level which was originally going to be a stop zone, became a second level for the game which also introduced a new item called 'Mag Boots'
If you would like to play the game click here!
With this I had one week to develop two demos and one month to develop the game and used Unreal Engine 4. The game follows a character named Brennan who has noticed his fellow workers slowly get replaced with robots, so he goes on a journey to escape and save his workers. During the development I was in the design department and was the head of Level Design, I worked on the Train level making sure to create it around the mag boots and finding them and The Tinkerer and helped with the factory level's blockout to get the first level take shape. Whilst developing this I helped with other things such as Playstation Controller support and Design documentation.
Bradford Interactive map
i was tasked with helping in a project that would be for the Bradford hospital that would be an interactive map to educate junior doctors on the areas of Bradford giving statistics and facts about the areas to help the doctors to know what illnesses and diseases would be the most common and to understand a bit more about the city and the population they will have to help with.