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sinemora

@sinemora.bsky.social
11 followers 45 following 9 posts

Level Designer 🚀, Game Dev 🎮, GM/Keeper of the Arcane Lore 🎲 www.felixfaeh.com

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sinemora @sinemora.bsky.social · 19/08/2026
Gamescom next week! 🎮🔥 I’ll be around Wed–Fri and would love to meet more people working in level design, RPGs, encounters, systemic games, or just cool game stuff in general. If you spot me wandering around Cologne, come say hi. 😄 Who else is going? #Gamescom #LevelDesign
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sinemora @sinemora.bsky.social · 10/08/2026
My new level design reel is up. 👀 Systemic RPG encounters, stealth spaces, traversal, and a few questionable tactical decisions packed into 90 seconds...ish. Would love to know which project catches your eye most: youtu.be/gfSA8VBUVlQ #LevelDesign #GameDev #GameDesign #PortfolioReel
felixfaeh.com
Felix Faeh – Level Designer
Portfolio showcasing systemic level design, stealth sandbox environments, and co-op gameplay systems.
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sinemora @sinemora.bsky.social · 09/08/2026
One player movement during a playtest made me rebuild this entire Baldur's Gate 3 encounter. It exposed spaces that were too disjoint, too far apart, and mattered too little in combat. So I tore it apart and rebuilt it. I am happy now. V1 → Diagnosis → Rebuild #LevelDesign #GameDev #BaldursGate3
Top-down view of the original Sea Wall encounter layout in Baldur’s Gate 3. The player starts at the bottom center. Seven gameplay nodes are spread across the area: Dead to Resurrect on the left, Kuo-Toa Approaches farther left, Prisoners near the center, a Routing Node to the right, two Powder Keg areas at the top, and a Tower on the upper right. The nodes are widely separated across the battlefield.Annotated top-down analysis of the original Sea Wall layout. The Prisoners node near the center is marked as the dominant objective because it is close to the player and surrounded by useful options. Other nodes are marked as weak or too distant to compete, including Dead to Resurrect, Kuo-Toa Approaches, Explosive Crane, Powder Keg, Tower, and Routing Node. Colored lines show likely Kuo-Toa and mercenary movement paths converging toward the central Prisoners area, illustrating why much of the wider battlefield had little influence on play.Top-down view of the rebuilt Sea Wall encounter. The player now starts near the center of a more interconnected battlefield. Six major nodes surround the starting area: Powder Keg on the upper left, Prisoner Cages farther behind it, Tavern at the top center, Sea Wall Tower on the upper right, Mercenary Ship at the lower right, and Funeral Pyre at the lower left. An Overgrowth area sits farther left. The redesign brings meaningful locations closer together while surrounding the player with more immediate tactical choices.
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sinemora @sinemora.bsky.social · 07/08/2026
I’m a sucker for systemic level design. I’ve spent the last months building my own, and now I’m curious what everyone else is making. Got something you’re proud of to share? 😌 Reel, link, clip, GIF or horrible greybox. Send it my way! I want to poke through your work. 👀 #LevelDesign #GameDev
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sinemora @sinemora.bsky.social · 06/08/2026
For my level-design portfolio, I decided to take an unusual path. Using the Baldur’s Gate 3 Toolkit, I built two fully playable RPG level prototypes. ⚔️ Systemic combat 🗺️ Risky routes 💥 Tactical hazards 🔁 Playtest rebuilds -> www.felixfaeh.com/projects/bal... #LevelDesign #BG3 #BG3Mods #gamedev
A dark fantasy battlefield erupts in a massive orange fireball, silhouetting several creatures and fighters. In the foreground, an armored winged figure stands among broken stone walls and burning debris.
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sinemora @sinemora.bsky.social · 04/08/2026
Hails! 🦝 (First Bluesky post) I am a game dev who focuses on level design. I love making systemic RPG spaces, strange battlefields, dangerous shortcuts, and occasional problems involving Minotaurs and explosives. P: www.felixfaeh.com I look forward to meeting y'all! 😉😵😝 #LevelDesign #GameDev
felixfaeh.com
Felix Faeh – Level Designer
Portfolio showcasing systemic level design, stealth sandbox environments, and co-op gameplay systems.
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