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.
Studied the original Gothic world structure, flow, and player psychology. Identified what to preserve and what to redesign for modern readability.
Defined zone boundaries, key landmarks, circulation paths and sight lines at a top-down level before any geometry was placed.
Built greyscale blockouts in UE4/UE5 to validate scale, pacing and spatial feel. Iterated with design leads before passing to art.
Produced LD documentation covering intent, metrics, puzzle logic and known issues. Supported the art team during the dressing phase.
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 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.
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.
The Tundra, Fisherman's Lake, and the Monastery represent interconnected landmark expansions designed to enrich the original world's layout and reward organic navigation.