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Professional Projects
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Owned 14 multiplayer launch levels and contributed to 12 additional levels across five biomes, delivering stable, polished gameplay spaces from initial asset implementation to ship
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Designed readable, guided race routes and open‑world spaces with a focus on clarity, pacing and player navigation; iterated continuously based on feedback.
Role: Level Dsigner | Engine: Forza Tech | Platform: PC & Console | Genre: Open World, Racing
Personal Projects
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​Designed multi‑path combat spaces with clear sightlines, flanking routes and verticality to support varied player approaches.
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Implemented enemy encounters and tactical scenarios that balanced challenge, readability and player choice, iterating layouts and combat beats through regular playtesting.
Engine: Halo Infinite UGC Tools | Platform: PC & Console | Genre: FPS, Action, Shooter
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Designed and built combat spaces, with verticality in mind to support readable decision‑making and varied player strategies.
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Implemented enemy encounters and tactical scenarios that balanced challenge, readability and player choice, iterating layouts and combat beats through regular playtesting.
Role: Level Designer | Engine: Unity | Platform: PC | Genre: Top-Down, Turn-Based, Sci-fi
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Designed a tense, atmospheric horror‑suspense level where players begin powerless but never helpless, using space, visibility and audio cues to maintain agency under pressure.
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Built a greybox prototype within one week, using smoke‑and‑mirrors threat design to test tension, pacing and player behaviour without relying on actual AI.
Role: Level Designer | Engine: Unreal Engine 5 | Platform: PC | Genre: Horror, Atmospheric
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