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Main Responsibilities:

  • Designed and implemented level content for an unannounced AAA IP in Unreal Engine 5.

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

  • Designed, greyboxed, and implemented 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.

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

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

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

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

  • Coordinated with the Associate Design Director on the tutorial and what mechanics to teach players.

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.

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

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 was called the "Build Police" because I would message people to fix the build when it was broken. I did it so much that I got a slack emoji below!


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