GTFO is a hardcore cooperative horror shooter that throws you from gripping suspense to explosive action in a heartbeat. Stealth, strategy, and teamwork are necessary to survive in your deadly, underground prison. Work together or die together.
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RESPONSIBILTIES
I was responsible for designing entire levels from the ground up. This included planning and conceptualizing layouts, hand-placing set dressing, designing encounters and implementing gameplay systems tailored to new enemies and objectives. I also handled narrative integration, enemy design, and contributed to the development of new environments, shaping their visual identity as well as their gameplay function.
In short: I took levels from initial concept to final polish.
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Walkthroughs
Here are some of the environments I contributed with
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Tower
A custom-built, vertical towering server complex.
Generic environments
Beyond full levels, I also created a wide range of modular environments used throughout the game. From corridors and chambers to ambient spaces that support pacing and narrative. These areas might not be set pieces, but they form the backbone of GTFO’s atmosphere. Here are a few examples of the environmental work I did behind the scenes.
Pit
My biggest build in GTFO: a massive, crumbling lab swallowed by a vertical shaft. The deeper you go, the more nature takes over. At the bottom: roots, moss, decay. I introduced a new moving scan objective here, forcing players to push up together while under pressure.
Boss encounter
Set in a shattered lab built around a broken containment vat, this level was made to introduce the Pouncer that I designed, an enemy that disrupt formations by swallowing players and dragging them off.
Dimension
Garden cave
A simple first fight in a garden cave to introduce the new environment.
The MWP
This level revolves around a central hero prop, a mysterious device placed dead center in the composition. I shaped the geometry and lighting to pull all focus toward it. When players finally reach it, they trigger a surprise: for the first time in the game, they’re pulled out of the cave and into the open air.
Garden hall
A simple hallway setting the mood for the level.


