The story behind the work
How I got into game design, what I focus on now, and the kind of work I want to keep making.
A bit about me
I'm a Game & Level Designer specializing in fast-paced action games and competitive arena design. With 3+ years of experience, I've designed 15+ levels and shipped a commercial game on Steam.
What I specialize in
- Arena & combat design: balanced, competitive multiplayer spaces
- Fast-paced action: high-speed gameplay tuned for player skill expression
- Level flow & architecture: readable layouts that guide player movement
- Systems & tool design: in-engine tools that speed up level and gameplay work
Experience
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Gamification & Systems Designer · Certified Listeners Society (CLS), Canada Apr 2026 – Present
Designing the progression and gamification systems for a web + mobile platform, streaks, leaderboards, milestone unlocks, and reward loops tuned to lift engagement and return-rate.
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Game Designer · Highavenue Creative Labs (Target Force) Dec 2025 – Mar 2026
Designed NPC combat systems (AI behaviour, spawns, difficulty scaling) and authored encounter & balance documentation for a 30-player mobile PvPvE battle royale in Unreal Engine 5.
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Level Designer / Technical Designer · Avian Hearts: Mechanical Fury Nov 2023 – Nov 2025
Movement shooter shipped on Steam (team of 6). Designed 12 combat arenas and 20+ enemy encounters from blockout to first playable, and built procedural tools that cut blockout time ~40%.
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Underground Level Designer · IMU Studios (Freelance) Mar 2023 – Jul 2023
Whiteboxed underground combat spaces, tunnels, caverns, vertical shafts, and enclosed arenas, focused on player flow, sightlines, and choke-point control.