
Projects
I collaborated with a high‑performing, globally distributed team on Star Atlas, building strong long‑term relationships and learning from diverse perspectives and cultures. As a Level Designer (solo and paired with another LD), I delivered environments that spanned third‑person shooter arenas to large, explorable cities—covering a wide range of gameplay rhythms, encounter types, and art directions.
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Starting from concept art, I align on goals, constraints, and references, then move into top‑down layouts to establish building placement, traversal metrics, sightlines, and pacing. From there, I transition into 3D blockout and whitebox, running frequent playtests to validate flow and readability. Once the core experience is proven, I progress to greybox and detailed, exact‑scale models, collaborating closely with art to maintain performance budgets and visual clarity.
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Iteration is central to my approach. Even after a level appears complete, I continue to refine based on data and feedback. For example, the halls in Paizul underwent extensive reworks informed by playtesting to deliver a balanced, engaging experience.









