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design an experience

AMELIA

Level Designer | Enrichment Specialist 

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Hello Traveler!

My name is Federica Amelia Falconieri, but you can call me Amy!

I'm an Italian Voice and Theatre actress turned Digital-World Creator as a Level Designer focused on layout, prototyping, grey-boxing and environmental storytelling. I have 3+ years of experiences working in Unreal Engine, I love designing spaces that foster emotional connection and player agency, exploring games as a medium for meaningful, immersive experiences. ✨

 

Bio

About me

My passion leads me to create video games with a specific goal:
to empower individuals to reshape themselves in any way imaginable, anywhere, and without ever feeling alone.

Video games create a gateway to these realities that is somehow magical but also concrete and tangible. And I want to be one of the catalysts that enables this junction between realities to exist.

PORTFOLIO

Design. Build. Live it. Improve.

LEVEL DESIGN

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Letherfall

Level design & Lead Level Art

Aug 2024 - Sep 25

Action Psychological Horror – Lovecraftian theme – UE5.4

Released December 2025 on Steam and March 2026 on Epic Games Store​

Selected for the GDC 2026 student showcase in S.Francisco

  • Managed the end-to-end design and enrichment pipeline from 2D layouts to 3D environments, utilizing environmental storytelling to synchronize narrative and game pacing with level geometry, directly led the project for the GDC 2026 Student Showcase.

  • Architected a high-contrast lighting system utilizing Hardware Ray Tracing (RTX) and Volumetric Fog to establish implicit player guidance and environmental affordances, transforming the atmosphere into a functional navigation tool that intuitively highlights POIs and paths without breaking immersion.

  • Engineered performance-driven visual fidelity by balancing dense enrichment with rigorous LOD and level streaming management, successfully maintaining a stable 60 FPS and ensuring a "Very Positive" technical reception upon commercial launch.

Amygdala

Data March 26

Level and Narrative Design - Enrichment

Action RPG – Linear Narrative - UE5.7

The Protagonist will face her journey by passing through three different areas on the map that symbolize her emotions and the depth of the layers in which they have stuck their roots. Defeating them or perishing by their hands will allow her to confront and deal with what lies deepest in her heart. ​

  • Executed the end-to-end level design pipeline from 2D greyboxing to 3D implementation, establishing intuitive Golden Paths and rewarding secondary exploration. This streamlined production by reducing environmental iteration time, ensuring a cohesive world structure that guides players without UI dependency.

  • Architected pacing and encounter density across three emotional zones by strategically placing Landmarks and POIs to manage the player's psychological journey. This resulted in a finely tuned difficulty curve that increased player retention, successfully translating complex narrative themes into engaging gameplay loops.

  • Integrated environmental storytelling and systemic hazards to deepen world immersion. These additions transformed static environments into active gameplay participants, enhancing the emotional impact while providing consistent, clear visual cues for the player.

  • Developed a comprehensive level progression system, including "Skill Gate" weapon acquisition and tactical NPC placement, to ensure mandatory mechanical mastery before boss encounters. This proactive design approach mitigated player bottlenecks identified during playtests, saving significant debugging resources and polishing the overall UX.

  • Conducted regular playtest cycles to iterate on combat arenas, 'Pawn Sensing' variables, and tactical "Combat Locks." By resolving navigation friction early, the final layout achieved a seamless balance between combat and exploration, essential for delivering a high-quality, viable product within the project scope.

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1932: Bullet Heart

Lead Level design & Level Art - Voice Over Director

Action FPS - Diesel Punk atmosphere - Low Magic Elements - Linear Narrative - UE5.2

Dec 23 - Jun 24

  • Led the full production pipeline from LDD to final blockout, translating abstract narrative themes of redemption into gritty, Diesel Punk environments; this transformed high-level storytelling into a functional, claustrophobic level design that strictly adheres to FPS metrics and player-guidance requirements.

  • Architected tactical combat arenas and directed team-wide technical optimization by balancing complex enemy archetypes with rigorous LOD/streaming management; this resolved the conflict between dense environmental storytelling and performance targets, turning heavy, asset-rich 1930s layouts into a seamless, high-framerate player experience.

Taking place in early 1930s America within the city of New Orleans, the player, a former criminal, embarks on a redemptive journey to save lives and cleanse themselves of past sins.​

Lighting Art

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Forgotten

Data Feb - April 26

Lighting Art

Investigative - Narrative-Driven Horror – UE5.5

  • Designed and implemented a moody, cold-toned dawn lighting setup to support a dark investigative horror atmosphere.

  • Managed both indoor and outdoor lighting using World Partition, ensuring visual and tonal consistency across seamless environments.

  • Leveraged Lumen with physical lighting values to achieve realistic light behavior while preserving a strong cinematic mood.

  • Integrated fog and volumetric effects to enhance depth, tension, and environmental storytelling.

  • Implemented RTX features and performed lighting and rendering optimization to balance visual quality and performance.

  • Applied Level Design principles to lighting, using light, contrast, and color temperature as player guidance tools.

  • Highlighted Points of Interest and NPCs through lighting cues to facilitate exploration and investigation flow and progression.

  • Used lighting to subtly guide player attention and navigation, supporting the game’s investigative mechanics without explicit UI markers.

A curse lurks in the fog in this psychological and investigative horror game. Use a strange lantern to uncover the truth and solve the mystery of Centreville and its ghostly inhabitants. Will you break the curse… before it drives you insane?

Release: 27th May 2026 on Steam

Level Art

Amygdala (Old Concept)

Data Jan 24

Action RPG - UE5

These architectural studies represent the original 2023 vision for 'Amygdala,' which has since evolved into the comprehensive Level Design project featured in the 2026 section of this portfolio. These environments explore the innermost sanctum of the Fortress and the circular arena designed for the 'Guardian of the Mist' boss fight.

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Originally conceived as a sacred place of worship, the atmosphere is defined by austerity, silence, and solitude. In this narrative iteration, the trapped population sought refuge here as their final destination—choosing a sanctuary that had always treated death and the departed with profound reverence and respect.

White Note

Data Jun 23

Investigative - Linear Narrative - UE5 - 1920s New York.

The young detective Terence Higgs is sent to investigate the murder of the famous writer Theodore Dreisner. As Lead Level Designer, I shaped the environment and three key areas—the Writer's Mansion, Forensic Doctor's study, and the Rival Writer's Hotel—where players collect clues and interact with suspects.

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The atmosphere mirrors a classic noir investigation: subdued and dramatic lighting, luxurious furniture, and materials. Dark wood dominates the mansion and medical study, while marble distinguishes the hotel with cooler tones.

Old Hollywood - Concept

Data Dic 22

The school assignment was to recreate a room based on a photo and a description provided by another person. Lacking a crucial element for my process of creating an environment – a narrative context (Who lived there? What emotions should it convey when I enter?) – I wanted to give it my personal interpretation:

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The room is from an ordinary apartment in a typical American city, created within a movie set. Considering the colors and interior design, it resembles an old Hollywood film. The apartment is inhabited by a wealthy writer who enjoys listening to music and reading by the large window at home. Occasionally, he invites a friend over to chat and catch up on the latest gossip.

Secrets - Concept

Data Feb 23

The person who lives here is called Vivienne. She is a woman of undeniable beauty, whose face with refined but decisive features hides a gaze that craves to snatch all the secrets hidden above the eyes. She's elegant. She's rigorous to the point of being obsessive. And she’s a lover of grotesque art and romantic literature.

 

The apartment is spread over one level consisting of 3 rooms: Living room, Bedroom and Kitchen. Dark parquet and matte black walls dominate all the rooms. All the window frames are made of dark wood. All the lights, outside and inside, are warm-toned: light orange, yellow, soft pink (except for the SkyLight, that is light blue to create contrast).

GAME DESIGN

Jung's Archetype

Data Feb 24

The School assignment was to individuate all the 12 Jung's Archetype in Baldur's Gate 3 Charaters: A main archetype and at least another one in which the characters evolves during their journey

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I went further and also identified which of these archetypes I reflected in, convinced that the reason why certain characters resonate with us is because of the affinity and/or similarities we feel in them.

Data Dic 23

We chose to analyze the mechanics of Quicksave and Quickload within Baldur's Gate 3, along with the player behavior known as Save Scumming. Specifically, we explored what drives players to perform it and how developers of other strategic games have addressd this issue. After the research phase using analysis tools, we ultimately designed a solution.

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Data Nov 22

Analysis of the market, direct competitors, strengths/weaknesses/opportunities/threats of the game and the video game's launch, market-wise, social promotion, and the challenges it would face if it were released in January instead of July 2022.

GAME JAM

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Platformer - Linear Narrative - GGJ Jan.2023 - UE5

The plot follows a man stuck in a mundane office life, prompted to embark on an introspective journey by a letter from an old friend. In my roles as Lead Level Designer and Art Director, I guided the team in conveying the game's vision, led the creation of level designs, and personally crafted two areas—the village and the fungal cave. Our goal was to evoke a fairy-tale atmosphere, with warm tones in dreamlike segments and cooler tones in reality-based scenes.

Challenges

Our initial enthusiasm clashed with the ambitious scope of a seven-area project. Managing both Lead Level Designer and Art Director roles, coupled with the team's first-time collaboration, led to a loss of focus on the overall game direction. This resulted in heterogeneous initial areas and increased difficulty in the final ones.

Successes

Despite the difficulties, the atmosphere, character design, music, and dialogues were notably successful. Leading the team was both educational and exciting, highlighting the satisfaction of uniting diverse talents for a shared vision.

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October 2023 - UE5

Puzzle - Linear - Narrative Driven

Many centuries ago, a storm struck and devastated Ulfrhreim, leaving the population distraught and without their king.
Players will assume the role of the few surviving Vikings and, through a system of puzzles, must uncover the fascinating past of the city and its inhabitants, as well as the dark secret behind the relationship between King Harald and his brother Ishvard.

In this project I assume the role of Lead Level Designer and Art Director, elaborating the map layout so that it would provide players with depth of exploration and the perception of agency in choosing different routes in an open-ended map.

Challenges

The original plan was for an open-world map with narrative elements discovered through exploration and simple environmental puzzles. However, due to a programmer's unexpected absence, the layout had to be divided into smaller areas.

This change disrupted the fluidity of exploration, often interrupting gameplay flow

Successes

  • The environmental narrative was meant to have a strong visual impact: The city is destroyed, but it must let players breathe the echo of the simple everyday life of those who lived there.
     

  • Music characteristic of the Viking era has a dramatic connotation, echoing the voice-over of Ishvard, who recalls fragments of his past with the king at different depths, until in closing, players uncover the truth. 

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Contact

Get in touch

Italy, Rome

See you soon space Cowboy...

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...And don't forget to always bring your towel with you, if you wanna survive out there!

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