I'm a design-focused generalist Unreal Engine developer with a hybrid background in level design and gameplay programming. I own and ship levels and features through the full development cycle: blockout, prototyping, implementation, optimisation, and polish. I thrive on iterative development, clear player guidance, and strong readability, and I excel at bridging design and code to prototype and ship gameplay systems solo or with a team. I collaborate across design, art, and programming to deliver polished, readable experiences. I enjoy building tools and systems that empower designers and artists, and I’m comfortable taking ownership of features from concept through to final polish, including UI/UX and localization when needed. Please also check out my portfolio here: _Website not available. Sign in: https://www.twine.net/signup_

Chon Kemp

PRO

I'm a design-focused generalist Unreal Engine developer with a hybrid background in level design and gameplay programming. I own and ship levels and features through the full development cycle: blockout, prototyping, implementation, optimisation, and polish. I thrive on iterative development, clear player guidance, and strong readability, and I excel at bridging design and code to prototype and ship gameplay systems solo or with a team. I collaborate across design, art, and programming to deliver polished, readable experiences. I enjoy building tools and systems that empower designers and artists, and I’m comfortable taking ownership of features from concept through to final polish, including UI/UX and localization when needed. Please also check out my portfolio here: _Website not available. Sign in: https://www.twine.net/signup_

Available to hire

I’m a design-focused generalist Unreal Engine developer with a hybrid background in level design and gameplay programming. I own and ship levels and features through the full development cycle: blockout, prototyping, implementation, optimisation, and polish. I thrive on iterative development, clear player guidance, and strong readability, and I excel at bridging design and code to prototype and ship gameplay systems solo or with a team.

I collaborate across design, art, and programming to deliver polished, readable experiences. I enjoy building tools and systems that empower designers and artists, and I’m comfortable taking ownership of features from concept through to final polish, including UI/UX and localization when needed.

Please also check out my portfolio here: Website not available. Sign in: https://www.twine.net/signup

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate

Language

English
Fluent
Thai
Intermediate

Work Experience

Lead Level Designer and Programmer at Crowbar Collective – Rogue Point
January 1, 2022 - January 1, 2026
Led Level Design across 5 shipped levels for the Rogue Point project, created base blockouts for Mall and Oilrig, and drove major layout revisions across multiple rebuilds. bridged design and engineering to develop gameplay systems and author tools in C++ and Blueprints for designers and artists. Built networked gameplay actors (doors, breakable glass, explosive canisters, buttons, elevators, objectives) using Unreal’s replication framework. Designed core level systems including the Randomization System, Custom Objectives and Planning Screen. Led weekly cross‑department feedback sessions, produced paintovers and comprehensive feature documentation, and contributed to UI/UX, localization, QA, bug fixing, and gameplay polish. Collaborated with design, art, and publisher teams to ship the Rogue Point experience.
ComTech Senior Operations Executive at Kantar Worldpanel
January 1, 2019 - January 1, 2020
Designed and scripted longitudinal surveys deployed monthly across 10+ countries (~10,000 respondents per country). Developed ad-hoc surveys for clients (e.g., Smart Home, Home Appliances, Wearables). Managed a monthly tech panel across 20+ countries, handling data imports/exports, quality control, and coordination with local teams. Worked with commercial staff to ensure data met client needs and oversaw localization coordination for translations.
Lead Level Designer and Community Manager at Crowbar Collective – Black Mesa
January 1, 2013 - January 1, 2022
Owned and shipped 10+ singleplayer and multiplayer levels across full production cycles (planning, layout, gameplay, art, lighting, sound design, testing, bug fixing, polish). Chapter Lead for Interloper, coordinating with designers and other departments to achieve the final vision. Managed community relations, PR, and live streams; coordinated QA and integrated tester feedback; oversaw media and press communications.
Corporate Affairs Manager at Gold Mercury International Think Tank
January 1, 2013 - January 1, 2015
Administration and management of contacts, databases, recruitment, meetings and events. Produced and managed digital content, including web updates, weekly newsletter to 10,000+ recipients, and establishing a film studio workflow (script, shoot, edit). Engaged with clients (Apple, Netflix, Disney, Amazon, Samsung) and coordinated translations with localization partners.

Education

BA Honours (2.1) Geography at London School of Economics
January 1, 2011 - January 1, 2013

Qualifications

Dissertation: A Study of Presentation of the Self in Online Communities
January 1, 2011 - December 31, 2011

Industry Experience

Gaming, Software & Internet, Media & Entertainment
    paper Rogue Point

    Rogue Point is a tactical rogue-lite shooter and the first original game from indie studio Crowbar Collective, published by Team17.

    I worked as Lead Level Designer, managing the design team while also contributing directly to the levels, building 2 of the 4 maps shipped in Early Access. Alongside our Game Designer, I helped shape Rogue Point’s core gameplay and systems as we defined the game’s identity.

    In parallel, I worked as a Programmer, acting as a bridge between design and code. Using C++ and Blueprints, I built Rogue Point’s level-driven systems and gameplay actors, as well as a range of editor tools and utilities to support rapid iteration. I also contributed bug fixes and gameplay features across the wider project.

    paper Black Mesa

    Black Mesa is a fan reimagining of Half-Life, developed by Crowbar Collective. It updates the original with improved visuals, expanded environments, gameplay refinements, and a complete reworking of the Xen chapters.

    I worked on Black Mesa across multiple stages of development, first as a Level Designer and later as Lead Level Designer for Xen. My contributions include: two multiplayer maps, multiple levels across the Xen chapters, and a broad range of improvements and bug fixes for the earlier Earthbound sections as part of the Definitive Edition update.

    Alongside level design, I contributed heavily to iteration and polish across the project, helping refine and support the overall player experience. I also served as Community Manager for several years before that became a dedicated role.