Greetings, my name is Michiel De Paepe, a Belgian designer passionate about crafting memorable experiences in level and narrative design. I thrive on creativity and exploration, always committing fully to every project I partake in. Collaboration and constructive feedback are key to my process, and I enjoy working with fellow creatives to bring ideas to life. My strengths lie in brainstorming and design work, with a strong focus on documentation and problem-solving throughout production.

Michiel De Paepe

Greetings, my name is Michiel De Paepe, a Belgian designer passionate about crafting memorable experiences in level and narrative design. I thrive on creativity and exploration, always committing fully to every project I partake in. Collaboration and constructive feedback are key to my process, and I enjoy working with fellow creatives to bring ideas to life. My strengths lie in brainstorming and design work, with a strong focus on documentation and problem-solving throughout production.

Available to hire

Greetings, my name is Michiel De Paepe, a Belgian designer passionate about crafting memorable experiences in level and narrative design. I thrive on creativity and exploration, always committing fully to every project I partake in.

Collaboration and constructive feedback are key to my process, and I enjoy working with fellow creatives to bring ideas to life. My strengths lie in brainstorming and design work, with a strong focus on documentation and problem-solving throughout production.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent
Dutch
Fluent
French
Beginner
German
Beginner

Work Experience

Intern - Game Designer at Rogue's Edge
June 30, 2024 - June 30, 2024
Interned at Rogueside in Geel, Belgium; part as technical designer involved in asset implementation and technical set-up; other part as game designer on an early iteration of a roguelike project under another designer's supervision.
Game Designer at Rogue's Edge
July 1, 2024 - November 13, 2025
Full-time game designer responsible for overall game design, level and puzzle design, production planning, narrative design, documentation and system design. Contributed to asset integration and technical setup; worked on 'Best Served Cold' (released May 2025). Involved in canceled Summer 2024 project with scope including level design, puzzle design, narrative design, and documentation.
Logistics Assistant at Ontex
August 31, 2021 - August 31, 2021
Vacation work handling truck loading/unloading, administrative duties, and warehouse management.
Seasonal Student at Bleckmann Fashion & Lifestyle Logistics
September 1, 2019 - September 1, 2019
Seasonal student responsibilities included stock placements, labeling stock, collecting orders, and truck loading/unloading.

Education

Bachelor Independent Game Production at Digital Arts & Entertainment - Howest Kortrijk
September 21, 2020 - June 28, 2024
Cambridge Proficiency Exam at EF Campus, London
September 17, 2018 - May 24, 2019
Diploma in Accounting & IT at College O-L-V Ten Doorn, Eeklo
September 1, 2012 - June 29, 2018

Qualifications

Certificate Level Design For Games at CG Master Academy
April 14, 2025 - July 4, 2025
Cambridge Proficiency Exam
January 1, 2018 - January 1, 2019
Diploma in Accounting & IT
January 1, 2018 - December 31, 2018

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education
    paper Best Served Cold

    In an alternate history Europe, “The Nightcap” is the last speakeasy in town, and you’re pouring the drinks… while your customers spill their secrets. Mix and serve cocktails with a twist, as you become a detective while trying to save your bar.

    Best Served Cold is a detective visual novel where you navigate five cases with 21 different characters and solve murder cases through your wits and alcohol.

    I was a game designer/ technical designer on this project of Rogueside, implenting many of the logic and chapters as well as looking into additional features and aiding with the overall production.
    My tasks included:

    • Implementing two chapters of the game in their entirety (setting up 20 characters, variables, staged events, calendars, tutorials, …) as well as doing additional scripting work for three others.
    • Implement features based on received scripts and descriptions.
    • UI/UX design and implementation.
    • Tutorial design and implementation.
    • Localization implementation and managing loc sheets.
    • Playtesting and feedback on other aspects of the pipeline; as well as implementation of feedback.
    • Importing and setting up assets / communication art team.
    • Communication tech team for new features as well as requesting scripts for them.

    Throughout this project, we utilized the Unity engine, as well as Arcweave to handle the branching narrative threads with Pixel Crusher’s Dialogue System for Unity as plug-in to make this system work. Besides that, Jira was used for the planning and SourceTree as the git-client.

    This project is available in English, Japanese, Korean and Simplified Chinese; and launched on PC, PS5, Xbox One and Switch.

    Steam Link: https://www.twine.net/signin