Overview

Gothic 1 Remake is a full AAA reconstruction of the 2001 RPG classic, rebuilt in Unreal Engine 5 with modernised gameplay and fully redesigned levels faithful to the original world while improving navigation, readability and systemic depth.

I joined Alkimia Interactive in May 2020 as Level Designer and have been part of the project since pre-production. My work spans the entire blockout-to-final pipeline for multiple zones across the Colony — from macro layout decisions to detailed blockouts, LD documentation and puzzle integration with the quest systems.

Over six years I collaborated closely with art, narrative and systems teams to ensure every space served both gameplay clarity and the atmospheric density the original was known for.

Environmental dressing, lighting and final art pass were carried out by the Environment Art team. The LD team conducted multiple review rounds to ensure art iteration remained faithful to the proposed layout and design intent. Where necessary, direct edits were made to dressed environments to improve navigation flow and spatial readability.

Trailer
Design process
01
Reference & analysis

Studied the original Gothic world structure, flow, and player psychology. Identified what to preserve and what to redesign for modern readability.

02
Macro layout

Defined zone boundaries, key landmarks, circulation paths and sight lines at a top-down level before any geometry was placed.

03
Blockout

Built greyscale blockouts in UE4/UE5 to validate scale, pacing and spatial feel. Iterated with design leads before passing to art.

04
Documentation & handoff

Produced LD documentation covering intent, metrics, puzzle logic and known issues. Supported the art team during the dressing phase.

Level breakdown

A selection of zones from across the Valley of Mines, chosen to show range across typologies — open world, interior, hub and dungeon. I worked on over 18 zones throughout the project; these highlight key design decisions and the blockout-to-final pipeline.

The Old Camp — Gothic 1 Remake
Zone 01

The Old Camp

Open World Hub · Faction Headquarters · Multi-storey Castle

The Old Camp is the game's primary social and political hub — the first major space the player is guided toward, and the most layered in terms of faction hierarchy, access gating and environmental storytelling. My work covered the full zone from the outer circle through to the castle interior, underground areas and dungeon.

  • Designed the outer circle layout around four distinct functional areas — north entry, arena, smithy and merchants — each with its own landmark logic and NPC congregation points to make the space legible without a minimap.
  • Structured the castle as a verticality system: outer yard → first floor → second floor → big tower, with access gated by social progression rather than keys alone, so the space itself communicated the player's status within the faction.
  • Designed and documented the zone's puzzle systems: a hidden lever in the merchant's backroom revealing a secret passage to Gomez's wine cellar, a torch-lever secret in the fallen tower with an alternative meatbug-hole bypass, and a second torch-lever puzzle accessing a hidden torture room in the dungeons.
  • Produced full LD documentation covering subzone layouts, item placement across 62+ huts, environmental mechanics (melee, magic, climbing) and obstacle design for all vertical and underground spaces.
Open World Hub Multi-zone Layout Puzzle Design LD Documentation Vertical Design UE5
Blockout vs in-game
OldCamp_Blockout_01
OldCamp_Dressing_01
OldCamp_Blockout_02
OldCamp_Dressing_02
OldCamp_Blockout_03
OldCamp_Dressing_03
OldCamp_Blockout_04
OldCamp_Dressing_04
OldCamp_Blockout_05
OldCamp_Dressing_05
Blockout
In-game
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The Sleeper's Temple — Gothic 1 Remake
Zone 02

The Sleeper's Temple

Underground Dungeon · Four Subzones · Boss Arena

The Sleeper's Temple is the game's climactic underground dungeon, spanning four interconnected subzones beneath the Orc town. The Remake expands on the original with new spatial layers, environmental mechanics and a wider variety of puzzle systems.

  • Redesigned the full zone layout across four subzones, introducing a Minecrawler tunnel network as an alternative traversal layer and a Stronghold interior section as the final beat before the Sleeper's chamber.
  • Designed the full puzzle system for the Remake: symbol-based cryptext and statue rotation puzzles, a pattern-matching arena in the Varrag Kasorg chamber, a fluid-routing Blood Canal mechanic gating the third subzone, and environmental traversal puzzles tied to the Torture Pillars and Lava Extractor.
  • Produced full LD documentation covering all four subzones — layouts, 30+ landmarks and POIs, enemy distribution, puzzle breakdowns and dual item placement layouts (with and without tunnel system).
Dungeon Layout Environmental Mechanics Puzzle Design Non-linear Routing LD Documentation UE5
Blockout vs in-game
SleeperTemple_Blockout_01
SleeperTemple_Dressing_01
SleeperTemple_Blockout_02
SleeperTemple_Dressing_02
SleeperTemple_Blockout_03
SleeperTemple_Dressing_03
SleeperTemple_Blockout_04
SleeperTemple_Dressing_04
SleeperTemple_Blockout_05
SleeperTemple_Dressing_05
Blockout
In-game
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The Tundra — Gothic 1 Remake
Zone 03

Open World & Transition Areas

Open World · Transition Zones · Quest Hub

The Tundra, Fisherman's Lake, and the Monastery represent interconnected landmark expansions designed to enrich the original world's layout and reward organic navigation.

  • Expanded the northern territory by introducing the Tundra section, a seamless vertical layer featuring a climbable mountain path, an open frosted wooded area anchored by a central waterfall, and a hidden shrine tucked behind the falls, meticulously paced to reward curiosity without hand-holding.
  • Shaped the Fisherman's Lake and the Monastery grounds as connective spaces — using terrain silhouette, water placement and sightlines to give each area its own identity while keeping it legible as a transition rather than a destination.
  • Worked primarily through UE Landscape tooling and organic mesh placement for these areas — a different blockout language to the architectural zones, focused on silhouette, pacing and natural sightlines rather than hard geometry.
New Content Open World Terrain Design Landscape Tooling Quest Hub UE5
Blockout vs in-game
Tundra_Blockout_01
Tundra_Dressing_01
FishermanLake_Blockout_01
FishermanLake_Dressing_01
Monastery_Blockout_01
Monastery_Dressing_01
Blockout
In-game
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