Creative and self-driven Level Designer with 2+ years of experience in Unreal Engine, Unity and Godot, blending architectural insight with gameplay systems thinking. Skilled in spatial storytelling, stealth-combat balance, and technical optimization. Experienced in debugging performance issues, gameplay logic, and cutscene triggers. Actively seeking junior-level roles or internships to grow within a collaborative game studio.
Level Designer@Hungry Devs|October 2025 - December 2025
Designed and implemented multiple shipped puzzle levels focused on spatial reasoning, clarity, and difficulty progression.
Iterated layouts based on internal playtesting and feedback, refining player affordances and challenge balance. Worked closely with designers and developers to ensure levels aligned with core mechanics and production goals.
Designed a compact, high-tension level emphasizing stealth routing, environmental storytelling, and player choice.
Scripted objective flow, AI triggers, and cinematic beats.
Village of Shadows – Narrative Stealth / Combat (Unreal Engine 5)
Created a nonlinear level supporting multiple playstyles through modular layouts and visual language. Optimized performance and maintained readability in stealth-heavy gameplay spaces.
Door Kickers 2 Custom Tactical Map
Level Designer
Designed a tactical sandbox map with multiple entry points, AI patrol logic, and pacing driven by player planning.
Boxed In – Cinematic Boxing Intro (Unreal Engine 5)