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Level Design

Project X

Yotta Games - Level Designer

Foundational member of Yotta Games' new LA studio

Created linear level sequences in an open-world structure

Placed levels and scripted systems in UE5/Blueprint

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God of War Ragnarök: Valhalla

Santa Monica Studio - Level Designer

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

Led layout team for small open world survival map

Placed collectibles considering pacing purposes

Managed art assets and textures throughout environment

Shattered Relics

Grizzly Entertainment - Level Designer

Pitched and developed MMO combat and trade spaces

Created documentation for action and traversal systems

Sculpted points of interest and connecting environment

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Dusk/Dawn

Portfolio Production Parlor - Game Director

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

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

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

Designed complete game systems and mechanics

Extensively worldbuilt alternate history setting and lore

Provided additonal mechanical and numeric consultation

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