Hi, Iโ€™m Jiyan! ๐Ÿ‘‹ With 4+ years of experience in Level Design and Game Design, Iโ€™ve turned my passion for immersive worlds into a thriving freelance career. ๐Ÿš€ I specialize in creating structured, engaging, and memorable game experiences, from concept to final level design. Whether you need game documentation, level blocking, environment design, or balancing, Iโ€™m here to help bring your vision to life. โœ… 20+ projects for indie studios and passionate creators. โœ… 3 games with awards. Here is my portfolio : _Website not available. Sign in: https://www.twine.net/signup_โ€ฆ

Jiyan PARLOUER

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Hi, Iโ€™m Jiyan! ๐Ÿ‘‹ With 4+ years of experience in Level Design and Game Design, Iโ€™ve turned my passion for immersive worlds into a thriving freelance career. ๐Ÿš€ I specialize in creating structured, engaging, and memorable game experiences, from concept to final level design. Whether you need game documentation, level blocking, environment design, or balancing, Iโ€™m here to help bring your vision to life. โœ… 20+ projects for indie studios and passionate creators. โœ… 3 games with awards. Here is my portfolio : _Website not available. Sign in: https://www.twine.net/signup_โ€ฆ

Available to hire

Hi, Iโ€™m Jiyan! ๐Ÿ‘‹

With 4+ years of experience in Level Design and Game Design, Iโ€™ve turned my passion for immersive worlds into a thriving freelance career. ๐Ÿš€

I specialize in creating structured, engaging, and memorable game experiences, from concept to final level design. Whether you need game documentation, level blocking, environment design, or balancing, Iโ€™m here to help bring your vision to life.

โœ… 20+ projects for indie studios and passionate creators.
โœ… 3 games with awards.

Here is my portfolio : Website not available. Sign in: https://www.twine.net/signup

See more

Language

French
Fluent
English
Intermediate

Work Experience

Game & Level Designer at Freelance
January 1, 2021 - Present
Experienced in game concept creation, GDDs, and gameplay/system design, including skill and economy balancing. Skilled in level design and world building, narrative design, and environmental storytelling, with expertise in lighting and atmosphere in Unreal Engine. Proficient in integration and prototyping using Unreal Engine and Unity, as well as QA testing and rapid prototyping through game jams. Experienced in project management, collaborative workflows, and mentoring in game design.
Level Designer at Split Signal Studio
July 1, 2025 - Present
In 2024, I worked for three months on HARBINGER, a Retro FPS developed in Unreal Engine 5, where I created and integrated the first level blockout, redesigned the tutorial level, and balanced gameplay mechanics in close collaboration with the developer, fixing bugs prior to playtests. I also fine-tuned lighting and atmosphere to enhance immersion. Currently, I am contributing to an unannounced Retro FPS project, focusing on the blockout of Canyon and Snowy maps, with an emphasis on designing dynamic, balanced layouts through gameplay element placement, mechanical synergy, and iterative level design.
Level Designer & World Builder at Orbinรฉa (Company of Youtube Channel)
July 1, 2023 - November 1, 2023
Level Design and creation of specific and generic shots (45s) for all the species in the game on Jurassic World Evolution 2 (115 species). Level Design & World Building using Unreal Engine 5 with the assistance of Space Creator Pro. Particle management using Niagara on UE5.
Level Designer & World Builder at HYMERSION Studio
April 1, 2023 - July 1, 2023
Worked on AFTERLAND. Design Map variants from the assets of the original map. Creation of a balanced FPS type level design (placement of bonuses, rewards and other elements related to the gameplay and environment). Design the paper Level Design of the different variants. Designing interesting situations for an FPS type game.
Narrative & Level Designer at CYMBAN GAMES
September 1, 2022 - December 1, 2022
Worked on SELINI. Set up a LDD (Level Design Document) referencing all the levels cut by scene to resolve the concerns of Game Balance & Level Design. Creation of a balanced Metroidvania type level design (placement of enemies, bonuses, rewards and other elements related to the gameplay). Added consistent game mechanics in documentation. Create a correlation between the narration (lore) and the gameplay. Game balance through intensity/difficulty curves.
Game Designer at Anklebreaker Studio
March 1, 2022 - September 1, 2025
Worked on Reign of Dwarf. Creation of a complete Game Design Document/Game concept referencing all the technical and theoretical information of the game. Creation of documents for financial aid or used for competitions (Game Cup // CNC). Complete balancing of the gameplay system and statistics on excel (weapons, construction, character and other items). Added proposals adding to Gameplay mechanics.

Education

Bachelor of Arts - BA, Game Design at 3iS Education
September 4, 2019 - September 4, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming
    uniE621 SELINI, 2026 [PC, SWITCH]
    SELINI is a 2.5D story-rich, non-verbal adventure blending the atmospheric styles of Inside and Hollow Knight. Players explore an enigmatic interconnected world filled with imaginative puzzles and challenging enemies, without text, speech, unnecessary UI, or cutscenes interrupting the experience. Gameplay relies on body language, symbols, colors, and sounds, with responsive controls that allow freedom in both exploration and combat. Progressing through the world rewards players in multiple ways, from reviving abandoned machinery for transportation to discovering hidden secrets. MY ROLE 1 ] Setting up a document (LDD) referencing all levels broken down by scene to address game balance issues. 2 ] Creating a balanced Metroidvania-style level design (placement of enemies, bonuses, rewards, and other gameplay-related elements). 3 ] Integrating consistent game mechanics. 4 ] Establishing a correlation between the narrative (lore) and the gameplay. 5 ] Balancing the game through intensity and difficulty curves. REWARD Silver Winner at the GBW Game Awards 2024 STEAM PAGE https://www.twine.net/signin LevelDesigner GameBalance Metroidvania LevelDesignDocument Balancing GameplayMechanics NarrativeDesign IndieGameDevโ€ฆ
    uniE621 HARBINGER, 2024 [PC]
    Harbinger brings the chaos of 90s shooter games into the modern era: battle relentless waves of enemies in unique arenas, then return to the tavern to upgrade your arsenal and interact with the world. MY ROLE 1 ] Creation of the Canyon map & Snowy map (only blockout). 2 ] Creation of a balanced Dynamic Retro FPS type level design on Unreal Engine (placement of gameplay elements, synergy with mechanics, blockout etc.). REWARD & REVIEWS Winner of Biteme Game Awards 2024 โ€“ Biggest Blast and +700 reviews extremely positive (+95%) on STEAM STEAM PAGE https://www.twine.net/signin GameDesign LevelDesign RetroFPS UnrealEngine5 IndieGameDev MapDesign Blockout GameplayDesign FPSLevelDesign HarbingerGame GameAwards SteamGames ArenaShooter IndieDevโ€ฆ
    uniE621 SOLAR SYSTEM, 2023 [YOUTUBE CHANEL]
    Orbinรฉa is a company of Youtube Channel centered around the Earth's history from its very first seconds of formation, presented through visual and audio documentaries on YouTube. Here, you will journey through space and time, crossing realms and eras to uncover the facets of a complex universe brimming with its extraordinary phenomena. MY ROLE 1 ] Level design and creation of specific and generic video shots (45s) for all species in Jurassic World Evolution 2. 2 ] Level design and world building in Unreal Engine 5, using Space Creator Pro. 3 ] Particle management with Niagara in Unreal Engine 5. 4 ] Collaboration with Youtube Channel YOUTUBE CHANEL https://www.youtube.com/@orbinea LevelDesigner WorldBuilding UnrealEngine5 NiagaraFX Cinematics VideoProduction YouTubeContent IndieGameDev SpaceCreatorPro ParticleEffects LevelDesignโ€ฆ
    uniE621 Starlight Expedition, 2023 [PC]
    Starlight Expedition is a game created during the Scientifique Game Jam Paris 2023 by a team of five in 48 hours. The game is based on the PhD thesis of one of our group members, which focuses on the physics of solar cells and the composition of organic solar panels. This scientific theme was integrated through the gameplay and the scoring system, revolving around the power output of the solar panel. MY ROLE 1 ] Design of game mechanics related to the thesis. 2 ] Complete balancing of scoring and gamplay mechanics in engine (Unity). 3 ] Team management and organization of the documentation. 4 ] Creation of the game trailer & voice acting FR]. REWARD Gameplay Award & Trailer Mention ITCH.IO PAGE https://www.twine.net/signin GameJam LevelDesigner GameDesign Unity3D GameplayMechanics GameBalance TeamManagement ScientificGame IndieGameDev StarlightExpedition PhysicsInGames Arcadeโ€ฆ
    uniE621 AFTERLAND [PC]
    Afterland is a dynamic adventure set in a world of dungeons and enemy camps, featuring 40 unique enemy types and 5 formidable bosses. The game includes a collection of 35 weapons, offering diverse combat strategies. It supports solo play, cooperative, and competitive modes, while the world constantly evolves with stronger enemies, special events, and changing maps, adding depth and unpredictability. Extensive character customization allows each experience to be unique, combining challenge, discovery, and survival. MY ROLE 1 ] Designing map variants using assets from the original map. 2 ] Creating a balanced FPS-style level design (placement of bonuses, rewards, and other gameplay- and environment-related elements). 3 ] Developing the paper Level Design for the different variants. STEAM PAGE https://www.twine.net/signin LevelDesigner FPSLevelDesign MapDesign GameplayDesign EnvironmentDesign LevelVariants BalancedLevels LevelDesignDocument GameDesign IndieGameDevโ€ฆ

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