Senior Level Designer – 8 years AAA experience
I have experience designing levels for new AAA game IPs and established franchises, in both single and multiplayer games, across different genres. I have a highly collaborative working style, working together with engineers, environment artist and narrative designers to create a shared vision for a level and to create a smooth workflow across all departments. I have also mentored junior members of the design team in different companies.
Technical skills
Unreal Engine 4/5, Unity, Amazon Lumberyard
Technical set up of levels, proprietary tools for level creation, mission scripting, spawn systems.
Perforce, JIRA (pipeline & source‑control)
Blender, Adobe Creative Suite (concept & asset creation)
Confluence, Google Workplace, Miro (documentation)
Current role
Senior Level Designer at Lucid Games, leading the level design on an unannounced title.
I am currently working on Gears of War: E-Day in collaboration with The Coalition. I am a level designer on this project.
I was part of the core game and level design team, establishing fundamental rules for content, gameplay, worldbuilding and more. I created gym levels for rapid prototyping and collaborated with all gameplay teams to facilitate rapid game iteration. Responsible for level design planning and production.
On Exoborne I created PvPvE environments in an open world. I collaborated with the art team when progressing the levels from blockout stage to beta. I also tweaked vehicle gameplay and oversaw the best practices for creating vehicle gameplay and levels for the vertical slice deliverable.
On Everywhere, I created block out environments for gameplay areas using the player facing tools that were in active development. I provided crucial feedback and worked with the feature team to improve the toolset and created game content along the way.
On Mindseye, I created block out environments for gameplay areas, narrative moments, implemented gameplay mechanics, tweaked vehicle handling characteristics, pitched new mission designs, and liaised with co-dev partners. As an early member of the design team, I also spearheaded content prodcution pipelines and best practices.
On Hoopa City 2, I created interactive scenes and designed new game features for post launch content updates. I lead a multi-disciplinary team of 7 people for a post launch content pack. This was developed for the Chinese app store market and featured Chinese New Year.