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Level

designer
The Archipelago Promise
Role: Level designer
First Person Survival Adventure | PC | UE5
games pROJECTS
ar game TEMPLATES


Description
As a solo developer I designed and developed two custom games for SAP.
Contributions:
Successfully delivered two comprehensive products for SAP, showcasing proficiency in utilizing JavaScript for the development of both games. From setting clear goals and timelines to tackling technical challenges and optimizing solutions, my journey involved meticulous planning. Rigorous user testing, integration tests, and dedicated debugging ensured a polished final product.
In the realm of design, I focused on creating visually appealing UI/UX interfaces. Additionally, I contributed to animation and 3D modelling, crafting a detailed Diamond 3D model and integrating captivating animations using Play Canvas for an immersive gaming experience.
The archipelago Promise - WIP

Description:
The Archipelago Promise is an adventure survival game
Contributions:
As a part-time level designer, I collaborated with a team of over 20 students to develop a narrative-driven survival game. My primary responsibility was overseeing the final island, which featured a unique cave system. I designed the initial blockout for the island and conducted multiple iterations on both the island and the cave structure. Additionally, I played a key role in shaping narrative beats and determining the player progression throughout the gameplay.
VANA

Description
Vana is a puzzle adventure game
Contributions:
As a level designer for the VANA project, I injected enthusiasm into the creative process by meticulously crafting engaging level blockouts. I breathed life into the narrative through thoughtful iterations and orchestrated captivating 2D and 3D cutscenes. Additionally, I took charge of strategically placing hero assets, enriching the overall narrative of the game. It was a fulfilling role that allowed me to contribute significantly to the project's immersive experience..
DM- SPACEMALL

Description
DM SpaceMall was a Death Match I created in unreal tournament.
Contributions:
In this solo project, I got hands-on with level design, picking out game elements like weapons and creating an engaging map. I also made use of Blender to craft modular assets, giving the project a unique flair. Testing was a crucial part, so I worked with peers, community playtesters, and friends to fine-tune and balance the level.
DM-SpaceMall
Role: Level designer | 3D modeller
Unreal Tournament | PC | UE4
Medical Mayhem

Description:
Fast paced /Fixed screen 2D/3D
Contributions:
In "Medical Mayhem," I served as both a level designer and key-door system developer, creating three distinct levels for varying difficulties. This experience deepened my understanding of rational game design, exploring concepts like atomic parameters and difficulty curves. It enhanced my ability to construct engaging and balanced gaming environments.
Other pROJECTS
Spells fight

Role: Level Designer
Genre: Third-person couch competitive
Development duration: 5 Weeks
Engine: Unreal engine 4
Team size: 11​
Platform: PC (Itch.IO)
Chris' cRYSTAL
qUEST

Role: Level Designer
Genre: Third-person traversal
Development duration: 3 weeks
Engine: Unreal engine 4
Team size: 11
Platform: PC (Itch.IO)
Wuzzpoppin'

Role: Level Designer
Genre: Third person arena survival shooter,
Development duration: 8 weeks
Engine: Unreal engine 4
Team size: 14​
Platform: PC (Itch.IO)
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