I am a level designer with a strong background in gameplay and system design, working at the intersection of spatial design, gameplay systems, and technical constraints.
I focus on early-stage decision-making, using blockout, layout, and system understanding to anticipate gameplay consequences, player decision-making, narrative pacing, lighting, and performance impacts before production costs escalate.
I have hands-on experience level design efforts and collaborating closely with engineering and art teams, while maintaining production clarity in distributed environments.
My programming background helps me iterate quickly, communicate clearly with engineers, and make informed design trade-offs under real-world constraints.
I have worked on Unity- and Unreal-based projects, supporting gameplay implementation, level development, and playable content iteration from prototype through shipped content.
I also have teaching experience in AI and Physics for Game Development, which strengthened my ability to mentor teams, structure learning, and communicate complex ideas clearly.