I'm a creative game designer with a passion for interactive experiences. I specialize in Unreal Engine, level design, and gameplay systems, collaborating with teams to ship engaging mechanics. I'm skilled at problem solving, 3D environment blocking, asset integration, and iteration through playtests, eager to contribute to a dynamic development team.

Jose Aponte Bas

I'm a creative game designer with a passion for interactive experiences. I specialize in Unreal Engine, level design, and gameplay systems, collaborating with teams to ship engaging mechanics. I'm skilled at problem solving, 3D environment blocking, asset integration, and iteration through playtests, eager to contribute to a dynamic development team.

Available to hire

I’m a creative game designer with a passion for interactive experiences. I specialize in Unreal Engine, level design, and gameplay systems, collaborating with teams to ship engaging mechanics.

I’m skilled at problem solving, 3D environment blocking, asset integration, and iteration through playtests, eager to contribute to a dynamic development team.

See more

Work Experience

Level Designer - Spell Slingers at Spell Slingers
December 1, 2025 - December 1, 2025
Team developed a first-person shooter where players navigate areas, shoot enemies, and advance to the next phase. As a level designer, I drafted western-style buildings, landscaped the environment, and laid out the map. I used Unreal Engine 5 to block mesh buildings and sculpt terrain, and I adjusted ambient lighting based on team feedback to improve atmosphere and readability.
Level Designer - Prototype Level Concept at Full Sail University
September 1, 2025 - September 1, 2025
Created a simulation of a 3D platformer where players navigate obstacles, acquire power-ups, and defeat enemies. As level designer, I mapped level layouts, developed environment assets, and engineered sounds for gameplay. I blocked environments in Unreal Engine 5, integrated assets for player dynamics, and programmed player mechanics. I reviewed playtests and added checkpoints.
Lead Designer - TILE BASED GAME at Full Sail University
January 1, 2025 - January 1, 2025
Developed a tile-based puzzle game where players navigate mazes, solve puzzles, and collect keys to open gates for next levels. As a game designer, I crafted maze layouts, configured puzzle mechanics for additional levels, and planned checkpoint progression. I built core gameplay mechanics in Unreal Engine 5 and defined boundaries for player navigation. I reviewed play-test feedback, reconfigured bug errors for immersion, and reset key assets as needed.
RETAIL WORKER at Walgreens
July 1, 2022 - July 1, 2023
Greeted 60+ customers, helped locate merchandise, and suggested suitable options. Maintained a clean and organized sales floor, enhancing the overall shopping experience. Stocked merchandise, clearly labeling 100+ items, and arranging according to size or color.
RETAIL WORKER at Goodwill Store
November 1, 2023 - Present
Replenished sales floor merchandise and organized shelves, racks, and 50+ bins for optimal appearance. Demonstrated strong communication skills when collaborating with 15+ fellow employees or assisting customers with inquiries. Facilitated merchandising efforts by creating 10+ eye-catching displays.

Education

Bachelor of Science in Game Design (B.S.) at Full Sail University, Winter Park, FL
January 11, 2030 - December 1, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Education, Professional Services
    paper Prototype Level (Updated)

    In Game Systems Integration, I was tasked to either make a new project or continue using a previous one for improvements. So I decided to continue using the Astro Bot prototype level to add improvements and new things to it. Right now, I’m gonna talk about what went right and wrong during this project.

    Link to Gameplay Video:

    What Went Right:

    • Teleporter Added: I added a teleporter that takes the player to another location.
    • Checkpoints Added: I added checkpoints on my own after I finished the class later on because when my teacher play tested my final version of the level, he recommended me to add checkpoints so that players won’t suffer on the level.
    • Health Bar Decrease: I managed to make the enemy damage decrease the player health bar.

    What Went Wrong:

    • Enemy Moves While Dead: When I defeat an enemy, they do play a death animation, but they still somehow move towards the player until they disappear.
    • Coins Unnecessary: The coins didn’t really do anything that they felt unnecessary to add.
    • Power Up Player Change: While the player can collect the power up and perform it, I should’ve changed the player’s look to make it feel like they got the power up.

    In Conclusion, I’m glad I was able to make improvements and add new features, as this is what developers do when they learn from each project. Moving forward, we’ll take these lessons and continue improving our game design skills and experience.

    paper Spell Slingers

    Role: Level Designer

    Trailer:

    In Spell Slingers, it was a group project from the Project & Portfolio VI class. The project was a first person shooter game set in a western land. My teams picked their roles on this project as I chose to design the level, while others chose to be a system designer, artist, and more. Right now, I’m gonna talk about what went right and wrong in this project.

    What Went Right:

    Designing Buildings: The western buildings I designed impressed my teams when I block meshed the buildings.

    Teamwork: The project would have not been the same if it was a solo project because in the end, even I was blown away with its final version.

    Choosing the Genre: I had the idea of making a first person shooter, and the team liked and decided to go with it.

    What Went Wrong:

    Different Thought: I originally thought we were gonna make like a linear first person shooter game, so I had made other buildings outside of the gameplay area.

    Missing Haunted Trees: We also wanted to make a dark fantasy western shooter, so I wanted to include haunted trees in the background, but we didn’t end up doing so.

    In-completed Tasks: I couldn’t finish some of the tasks that I had assigned to myself while doing this project.

    In Conclusion, I am honored to have been involved on a teamwork project. This one worked out very well despite some of it’s flaws. And in the end, I am still impressed with how different it is to work individually and as a team.