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Jack Mulford

Level Designer

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Professional Projects

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  • Designed 100km of open-world traversal across two biomes and two POIs, refining navigation, pacing and readability through iterative layout design.

  • Owned 14 launch levels, including six onboarding levels, collaborating across disciplines to deliver polished, player-facing content for a shipped AAA title.

 

Role: Level Dsigner | Engine: Forza Tech | Platform: PC & Console | Genre: Open World, Racing

Personal Projects

Hard Landing
  • Designed and built a complete Halo-level focused on FPS combat, encounter design, and player choice using Halo Infinite Forge.

  • Scripted encounters and iterated combat spaces to create varied, readable and rewarding gameplay.

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Engine: Halo Infinite UGC Tools | Platform: PC & Console | Genre: FPS, Action, Shooter

Cosmic Cowboy
  • Designed and built three vertically layered levels that encouraged exploration, varied playstyles and replayability.

  • Collaborated across a multidisciplinary team to deliver a fully playable Steam demo within eight months.


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.

  • 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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