I’m a Game Designer and Level Designer focused on building engaging, replayable gameplay spaces and memorable player experiences. I specialize in greyboxing, environment flow, encounter design, and turning ideas into playable, polished layouts.
I’ve worked on a wide range of projects—from FPS parkour and puzzle platformers to horror, narrative, and exploration titles—always aiming for clear readability, strong pacing, and smooth player navigation. Whether it’s a tight combat arena or a full adventure level, I design with intention, rhythm, and player psychology in mind.
I also bring years of experience working in Unity, Unreal Engine, and Blender, giving me the ability to prototype fast, iterate often, and build levels from concept to final pass.
I love crafting spaces that feel alive, guide players naturally, and offer something new on every run. Open to collaborations, freelance work, and interesting ideas.
• Designed modular levels and refined performance in Unity using C#, visual scripting, and lightmap optimization.
• Led QA testing for visual accuracy, gameplay clarity, and memory usage.
• Contributed to shader and tool development to streamline designer workflows.
• Engineered a Unity mobile application with a dynamic real-time day/night cycle based on user time zones.
• Integrated REST APIs and developed a custom dialogue system to enhance interactivity and narrative flow.
• Debugged performance bottlenecks and implemented render pipeline modifications for optimized visuals.
• Directed the full development of Little Big Backrooms, a high-fidelity horror-adventure game with atmospheric storytelling.
• Created shaders, lighting, custom tools, and immersive level designs from scratch for a seamless 7-level experience.
• Enhanced in-game systems for exploration, narrative pacing, and visual storytelling.