Level Designer
Luminbear
Genre: Puzzle platformer
Type: itch.io release
Team Size: 5
Engine: Unreal Engine 5
Responsibilities: Level Designer, Producer, Programmer.
Tools Used: Unreal Engine 5, Blender, Miro
Dev Time: 2 weeks
Contributions:
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Created a flow diagram to communicate the pacing and narrative beats of our game,
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Created and iterated on a level block out.
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Designed all of the puzzles in game.
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Took visual design direction from our artist and translated that into fully playable levels that felt cohesive.
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Prototyped our camera system and puzzle mechanics, which were then handed off to other team members to polish.
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Color graded and lit all scenes.
Throughout the design process, I created unique interactions with simple mechanics that reinforced the fantasy of being in each environment. I paced the levels to slowly teach and recontextualize how mechanics could be used to create engaging challenges. My design philosophy when designing a platformer is that it should be like a good action movie. Introduce the players to the core concepts, surprise them with various environments to keep things visually fresh, then twist the mechanics to provide unique challenges for them to overcome.
Clocktergeist
Genre: FPS
Type: itch.io release
Team Size: 14
Engine: Unreal Engine 5
Responsibilities: Level Designer, Encounter Designer, Producer, Programmer.
Tools Used: Unreal Engine 5, Miro, Trello, Photoshop
Dev Time: 1 month
Accolades: Best Art Direction (Boss Rush Jam 2025)
Contributions:
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Created encounter documentation to communicate boss mechanics to our programming and art teams.
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Created all level greyboxes with both player movement and aesthetics in mind.
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Lead playtesting efforts. Worked with our programmers to balance encounters based on playtest feedback.
I worked closely with our artists, animators, and programmers to create a cohesive experience centered on our game's movement mechanics. I created grey boxed boss arenas based on concept art, player movement, and boss mechanics. I used techniques to create a sense of tension and release through the level by creating simple platforming and moody areas in between to help the player wind down after boss fights. I wanted to lead players into curated views of the upcoming arena and boss to highlight our art teams work and make it feel like an other-worldly clocktower. For each boss, I created mechanic diagrams using Photoshop to help document and communicate how each mechanic worked and how it's intended for the player to interact with each mechanic.
Glyphweaver
Genre: RPG
Type: itch.io release
Team Size: 6
Engine: Unreal Engine 5
Responsibilities: Level Designer, Narrative Designer, Producer, 2D Artist, 3D Artist, Programmer.
Tools Used: Unreal Engine 5, Trello, Milanote, Photoshop, Google Sheets/Docs
Dev Time: 1 month
Contributions:
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Created level design documentation to provide a high level view of what we were going to create.
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Created all level greyboxes with both player movement and aesthetics in mind.
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Lead playtesting efforts. Worked with our programmers to balance encounters based on playtest feedback.
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I greatly improved my capabilities as a Level Designer through collaboration with our Sound Designer, Combat Designer, Writer, and Artist. We observed how play-testers explored the dungeon and respond to in-game clues to create a cohesive Dungeon. I also leveraged my environmental storytelling ability through this iterative process, utilizing consistent theming and developing lore in each stage for a deeper, more immersive experience.
You can read about my thought process while developing this project in the dev diary here.
You.Asset
Genre: Horror
Type: itch.io release
Engine: Unreal Engine 5
Team Size: 3
Responsibilities: Level Designer, Programmer, Producer, 3D Art, Narrative Design
Tools Used: Trello, Blender, Google Docs
Dev Time: 3 months
This was my first game project! I blocked out all levels in this game, scripted enemy encounters, and lead the design efforts for this game. There are three zones in this puzzle, all inspired by different horror games. The first zone was inspired by the slow burn mystery from Still Wakes The Deep, the second was created to feel like a descent into the psyche inspired by design elements from Alan Wake 2 and P.T., and the third was a tense chase towards the end inspired by Alien Isolation.
Features Prototyped:
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Hiding volumes for player stealth mechanics.
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A "Lost Woods" style puzzle that changed the layout of a home based on which path you chose to follow.
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Cabinets the player can hide in, but the enemies could pull them out of if they were in line of sight when entered.
You can read about my thought process while developing the project in the dev diary here.



