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.
Curiosity vs Caution : Every decision lights a path to self-discovery.
The harbor is both a place of trade and transformation : a world once scarred by a mining disaster, now reborn through energy veins glowing beneath the surface. The player, guided by their AI companion Melon, explores this recovering world to understand who they are and how they make choices.
Environment setting:
Lumen Harbor sits on a planet that once powered the stars through deep coal mining. After a mysterious energy surge caused the veins to ignite, the city above was abandoned for decades.
Now, as the world heals, bioluminescent energy flows through the veins turning mines, mist, and ruins into living light.
It’s a city rebuilding hope a perfect metaphor for young players discovering their own inner light.
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)