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VESSYL

LEVEL & ENVIRONMENTAL DESIGNER

Vessyl is my most advanced project to date, and it continues to push how I approach level and environmental design. I’ve focused heavily on how verticality, scale, and timing impact free-flow combat, while also using Unreal 5.4’s material and post-processing systems to lock in the game’s stylized tone. Alongside modeling and layout, I’ve built out tooling to support development, including Scythe, a custom Blender add-on I created to streamline asset export into Unreal for artists unfamiliar with engine pipelines.

This project also reflects the most professional workflow I’ve worked within. We run sprints, follow structured agile practices, and hold regular team reviews to guide iterative development. The work is still ongoing, and the next two months will focus on building out fully modeled, modular environments shaped by all the learning, systems, and feedback the project has generated so far.

Chrysalis

LEVEL & ENVIRONMENTAL DESIGNER

On Chrysalis, I served as the main 3D modeler, environmental artist, and level designer. I built a surreal, emotionally-driven world using modular assets, with environments that evolved visually alongside player progression. I handled all lighting and VFX, using particle systems to highlight key spaces and support narrative tone through snow, fire, and ambient effects.

I also supported technical design by implementing gameplay mechanics directly into the level, helping bridge visual design with system functionality. From blockout to final, I worked to ensure the world felt alive, reactive, and tightly integrated with the player experience.

GOING UP

LEVEL & ENVIRONMENTAL DESIGNER

Going Up featured a small, focused environment, but it was an important step forward for me. I created all the 3D models and handled the environmental layout with performance as a top priority, aiming to get the game running smoothly on mobile, which it does.

I optimized meshes, simplified materials, and built the space with efficiency in mind. I also contributed to the technical side, working on the systems behind dialog and world events to tie environment and gameplay together. It was a tight scope, but it pushed me to design with purpose.

PHYSIX

LEVEL & ENVIRONMENTAL DESIGNER - SOLO

Physix was my first game project, the starting point for everything that followed. I built it solo, handling the gameplay systems, audio, level layout, and overall design. At the time, I had no experience in visual design or environment art, so I leaned entirely on blockouts and experimentation to understand how players move through space.

It taught me how intertwined each discipline really is, and how important technical design and programming are to being effective in any role. More than anything, it made me realize how much I still had to learn and that I wanted to learn it.

PASTEL

LEVEL & ENVIRONMENTAL DESIGNER

As the environmental and level designer on Between Bough & Root, I was responsible for designing, modeling, and implementing the game’s surreal forest world. Built for a younger audience, the environment needed to feel approachable while encouraging discovery. I focused on clear landmarking, gentle signposting, and strong spatial rhythm to guide players intuitively through puzzle sequences.

I also supported technical design, implementing gameplay logic directly into the level to ensure smooth interaction flow. Alongside visual design, I shaped the environment from blockout to final, building a space that was readable, emotionally grounded, and mechanically responsive.

S.T.A.R

PRODUCER & PROJECT MANAGER

For S.T.A.R., I served as Producer and helped guide our environmental art process from early concepts to final implementation. I worked closely with level designers and artists to shape modular sci-fi environments that supported our mission design goals, emphasizing clarity, contrast, and scale.

My role included maintaining team velocity, organizing internal reviews, and ensuring our environments stayed consistent with the broader narrative and performance targets across the game's hub and mission zones.

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