Experienced Level Designer / Level Artist with experience in Box-Copy, Live Service, and AAA titles, seeking to enhance skillset and expand in career growth. My passion is to create joy and entertainment for the world through engaging and awe-inspiring play-spaces in games. My breadth of experience has been applied to Multiplayer, Single Player, and Battle Royale experiences across Unreal, Unity, and Slipspace engines.
Portfolio: https://drive.google.com/file/d/1lqjvIJjFU0S_bRYeIA05wuGphifzuwW1/view?usp=sharing
Pioneered level design for Installation 01, a Fan-made Halo Game in Unreal Engine (UE4 & UE5), crafting Halo-inspired maps optimized for competitive 2v2 play and scalable for 4v4+ formats.
• Mentored and onboarded junior level designers by communicating the project’s design vision, ensuring cohesive map aesthetics that aligned with initial creative concepts.
• Collaborated with multiple design teams to integrate evolving gameplay systems and work-in-progress sandbox features into well-scaled levels.
• Leveraged GitHub for version control—with detailed commit documentation—and ClickUp for task tracking to simulate AAA workflows.
• Coordinated with the weapons team to refine gameplay mechanics by enhancing features such as the brute shot’s ricochet capability, adjusting jump physics, and implementing functional player spawning, teleporters, and gravity lifts.
Volunteered for Forge Council at Halo Studios as a QA and Level Designer, collaborating directly with 343 Industries to test and provide feedback on Halo Infinite’s in-engine Forge toolset.
• Created and refined Forge maps during pre-release phases—contributing 3 maps to Halo Infinite’s matchmaking rotation and 1 to Halo 5’s—while supporting public multiplayer matchmaking.
• Participated in behind-the-scenes feedback sessions to improve the Forge toolset’s design, art, and gameplay interactions based on creator needs.
• Collaborated with an artist to develop maps with varied aesthetics (e.g., sci-fi dieselpunk and Japanese themes) and ensure cohesive design integrity.
• Designed and implemented gameplay elements such as scripted Easter eggs with dynamic sound cues and progressive unlock features, optimizing level performance on Xbox consoles through careful lighting and collision management.
12-month contract role, testing and giving feedback to new unreleased content in Apex Legends and Battlefield 6.
This position worked across teams internationally online through slack, discord, teams, and JIRA/JaaS.
• Delivered extensive quality assurance testing for flagship titles—contributing to 4 Apex Legends seasons (with feedback across 7 seasons) and evaluating over 70 distinct game features—to rapidly identify and resolve critical bugs, ensuring top-tier gameplay quality.
• Collaborated with cross-functional teams (Art, Level, VFX, Sound, and Build) to provide detailed feedback and player insights on new content, including level design elements and quality-of-life improvements.
• Leveraged Confluence for thorough documentation of testing initiatives and provided actionable feedback on in-development features such as new game modes and character kit enhancements.
• Coordinated the download of devkit builds on PS4 and PS5 consoles.
• Served as a Mentor CoPilot by guiding developers through gameplay strategies and mechanics in Apex Legends.
• Participated in rigorous testing during a legacy server migration, validating network performance and stability.
Pioneered level design for Installation 01, a Fan-made Halo Game in Unreal Engine (UE4 & UE5), crafting Halo-inspired maps optimized for competitive 2v2 play and scalable for 4v4+ formats.
• Mentored and onboarded junior level designers by communicating the project’s design vision, ensuring cohesive map aesthetics that aligned with initial creative concepts.
• Collaborated with multiple design teams to integrate evolving gameplay systems and work-in-progress sandbox features into well-scaled levels.
• Leveraged GitHub for version control—with detailed commit documentation—and ClickUp for task tracking to simulate AAA workflows.
• Coordinated with the weapons team to refine gameplay mechanics by enhancing features such as the brute shot’s ricochet capability, adjusting jump physics, and implementing functional player spawning, teleporters, and gravity lifts.
4-month contract. Designed 8 total POIs and 2 Central structures for Dieseldome: Oil and Blood, an indie project built in the Unity Engine
• Collaborated with the Art team to translate concept art into detailed level designs and interactive elements.
• Designed and implemented a central plus-shaped structure featuring an oil tank-based pressure system with jump-triggered oil launch zones that propel players into the air.
• Integrated additional features such as oil sludge flows, and an underground fountain with tube systems.
• Blocked out level pathing by mapping terrain elements like hills and giant metal slopes.
• Coordinated weekly level builds by delivering updated level files and incorporating provided functionality scripts.