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Level Design

God of War Ragnarök: Valhalla

Santa Monica Studio - Level Designer

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Designed exploration/traversal spaces on tight footprints

Adapted existing arenas for tighter, modular combats

Implemented collision and traversal metrics across project

Escape Fort Wintertide

NDQA Game Jam - Level Designer/Environment Art​

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Led layout team for small open world survival map

Placed collectible materials considering pacing purposes

Managed art assets and textures across environment

Shattered Relics

Grizzly Entertainment - Level Designer

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Pitched and developed MMO combat and trade spaces

Created documentation for action and traversal systems

Sculpted points of interest and connecting environment

(Concept art by JamesExcalibur)

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Kill Spree

Wunzero - Arena Map Designer

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FPS PvP arena map suitable for multiple game modes

Iterated through evolving concept art and vision

Engaged with rapid movement and gunplay mechanics

(Concept art by Asher Alpay)

Dusk/Dawn

Portfolio Production Parlor - Game Director

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3d platforming exploration level in sci-fi ruin

Directed diverse team of a dozen talented peers

Collaborated closely with concept artists and gameplay designers to produce level sequence

Hull Breach

Level Design Book Club - Independent Project

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Maze-like exploration/traversal space in confined volume

Developed parameters for group practice project

Modeled and implemented bespoke blockmesh assets

Other Projects

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Architectural Drawings

UNC Charlotte Master of Architecture

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Produced diagrams, sections, plans, perspective renders

Iterated through comprehensive design process

Utilized breadth of software and visual scripting

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Tabletop RPG Design

Ambition, Soldiers of Fortune, Tales of Sacadia

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Designed complete game systems and mechanics

Extensively worldbuilt alternate history setting and lore

Provided additonal mechanical and numeric consultation

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