


Main Responsibilities:
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Designed and implemented level content for an unannounced AAA IP in Unreal Engine 5.
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Owned content for 3 separate tutorial levels to teach players the game’s systems and objectives.
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Designed, greyboxed, and implemented 3 levels from concept through final gameplay in the main game mode.
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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.
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Implemented Puppet AI and working with the Narrative team to script character VO to guide players through the tutorial.
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Collaborated with the Environment Art Department to create a modular kit to quickly greybox spaces that match gameplay metrics.
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Designed test levels with the Combat team to refine metrics for combat engagement and traversal options.
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Worked with the Lead Level Designer and Senior Level Designer to rework multiple spaces in the main map.
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Coordinated with the Associate Design Director on the tutorial and what mechanics to teach players.
Other Responsibilities:
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Took part in the interview process for looking for a Lead Level Designer for the studio.
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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.
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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.
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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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