← Work / Project Overview
Twisted Tower
Lead Artist & Level Designer
End-to-end environment creation, from initial level design blockouts and gameplay planning to final environment art, set dressing, lighting and optimization.
Level Design · Environment Art · Gameplay Integration
Project Overview
My contributions spanned four connected areas of Twisted Tower’s production.
Environment ArtCreated environments, modular assets, materials, lighting, and set dressing throughout the game.
Level DesignDesigned playable spaces from initial ProBuilder blockouts, including navigation, spatial composition, and level progression.
Gameplay & Encounter DesignPlaced enemies, interactibles, puzzle elements, and cameras to support gameplay and communicate events to players.
World BuildingDeveloped cohesive environmental themes and visual storytelling across the tower’s distinctive locations.
From Blockout to Final
Starting with a ProBuilder blockout, I established the layout and spatial structure before developing the environment through modular assets, materials, set dressing, and lighting.
Throughout production, the challenge was to preserve the functionality of the gameplay space while giving it a distinct atmosphere and visual identity.
GAMEPLAY & ENCOUNTER DESIGN
I was responsible for the level design, blockout, integrating elements throughout Twisted Tower's levels including levers, gates, puzzle elements and cameras used to communicate gameplay events.
These decisions helped connect level layouts with combat, exploration and player progression. Working closely with the game's developer, I also contributed to discussions and iterations around gameplay and additional level design work.
Environment Art & World Building
Twisted Tower’s environments combine dark fantasy, retro amusement-park aesthetics, and horror-inspired atmosphere. Through architectural design, materials, set dressing, and lighting, I worked to establish distinct visual identities for the game’s locations while maintaining a cohesive artistic direction.
Select an environment to explore its ArtStation breakdown.
Hero Assets
A selection of the weapons I created for Twisted Tower, combining stylized hard-surface modeling, material development and a cohesive visual language.
Additional renders and technical breakdowns are available on ArtStation.
Production Approach
Modular ProductionReusable architectural pieces and props supported environment construction.
Visual ConsistencyMaterials, shape language, and lighting connected the tower’s distinct locations.
OptimizationBalanced environment detail with the requirements of real-time gameplay.
Breakdowns to come: Modular Environment Production · Optimization & Iteration.
Final Outcome & Player Reception
Twisted Tower launched on Steam on August 18, 2026, receiving a Very Positive reception from players.
Very PositiveEnglish-language reviews
91% positive1,737 English-language reviews
October 17, 2026Steam figures checked on this date
As Lead Artist & Level Designer, I contributed to the game’s visual direction and was responsible for bringing its playable environments from initial ProBuilder layouts through final environment art, lighting, and gameplay integration.
The project represents years of collaborative development and the successful release of a complete commercial game.
ABOUT / CONTACT
Hi, I’m Felipe Caravelli
I'm a Calgary-based 3D Environment Artist & Level Designer with over five years of professional experience creating real-time game environments. I've contributed to shipped titles and professional studio productions, building playable environments from initial blockouts through final art, lighting, and optimization.
© 2026 Felipe Caravelli. All rights reserved.