Passionate and versatile Game Designer and Level Designer with hands-on experience in both Unity and Unreal Engine 4, creating engaging worlds, gameplay systems, and immersive player experiences. Skilled across the full development pipeline, I specialize in level and world design, gameplay mechanics, puzzle design, and rapid prototyping, while also contributing to sound design, UI/UX, and visual effects.
I thrive in collaborative environments as well as solo projects, bringing concepts from initial design documentation to fully implemented, polished gameplay spaces. My work balances player flow, challenge tuning, and visual storytelling, with a strong focus on creating intuitive and rewarding experiences.
Notable projects include:
Dragon Rush (Unreal Engine 4) – Lead Level & Gameplay Designer on a solo project, designing all gameplay spaces and iterating on mechanics, traversal, and encounter flow.
Cat Meoir (Unity) – Level Designer responsible for hub world layout, AI pathing, physics-driven interactions, custom shaders/particle effects, and detailed Level Design Documentation to guide development.
Technically proficient in C# programming, Blueprint scripting, AI/pathing, physics, shaders, and particle effects, with a strong foundation in Maya, Photoshop, Visual Studio, and GitHub version control. Adept at translating design vision into playable, polished content while iterating quickly based on testing and feedback.
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