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.
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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.
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.
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