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 Technical Designer and Game Designer focused on gameplay mechanics, combat, enemy behaviour and Blueprint implementation. I also contribute level design, technical art and VFX to support the gameplay experience.
What I specialize in
- Game design: mechanics, combat encounters and enemy behaviour
- Technical design: Blueprint systems, interaction logic and playable prototypes
- Supporting disciplines: level design, technical art and VFX
- Systems & tool design: in-engine tools that speed up level and gameplay work
Experience
-
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.
-
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.
-
Level Designer / Technical Designer · Avian Hearts: Mechanical Fury Nov 2023 – Nov 2025
Contributed combat and level design, Blueprint gameplay systems, and reusable level-building tools to Mechanical Fury. See my gameplay and implementation case study.
-
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.