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Main Responsibilities:​

  • Designing and implementing level content for an unannounced AAA IP in Unreal Engine 5.

  • Owning content for 3 separate tutorial levels to teach players the game’s systems and objectives.

  • Designing, blocking out, and implementing 3 levels from concept through final gameplay in the main game mode.

  • Championed Level Design changes that encourage more player engagement and received a huge approval rating by a large group of playtesters and the studio as a whole. Changes were used as a foundation for blockouts in the game mode.

  • Implementing Puppet AI and working with the Narrative team to script character VO to guide players through the tutorial.

  • Collaborating with the Environment Art Department to create a modular kit to quickly greybox spaces that match gameplay metrics. 

  • Designing test levels with the Combat team to refine metrics for combat engagement and traversal options.

  • Working with the Lead Level Designer and Senior Level Designer to rework multiple spaces in the main map.

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Other Responsibilities:​

  • Took part in the interview process for looking for a Lead Level Designer for the studio. 

  • Joined the Stability strike team to keep the build playtest ready and partook in creating processes for the studio to follow to ensure the build stays healthy.

  • Took leadership of design playtest sessions to make sure we kept track of the agenda and worked with a producer to develop action items for the team to tackle afterward.

  • Pitching various character kits to the Combat Design team to help create a compelling character roster.

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In March 2024, I joined Escape Velocity Entertainment as an Associate Level Designer. Within a year, I was promoted to Level Designer and own multiple levels with the project I am working on now. I am excited about what we are working on and will share more news when I can!

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