
Resume
AAA Level Designer currently working on Star Atlas with a small global team. I’ve designed six levels—ranging from a vast open‑world space‑station city (Oni CSS) to compact third‑person arena maps—and built two racetracks from scratch. I turn concept art into optimized, playable 3D spaces that flow for both racing and combat.
Previously at Cloud Imperium Games (Austin), I helped establish a new QA department and was promoted to Game Designer. On Star Citizen I delivered mission and level content, handled tech‑design tasks, created a resource‑efficient self‑checkout bar, and owned AI, loot, usables, and layout tuning.
Independently, I created Nano Looper, a soccer FPS—modeling assets in Blender and building gameplay with Blueprints—and promoted it at events across Austin with a fellow developer.
Raised in Daytona Beach, FL, I hold a NASCAR license and earned my private pilot license at 18. I graduated from Daytona State College (B.S., Business Management) with additional aerospace coursework at Embry‑Riddle, plus classes in game design, cybersecurity, and C#.
Friendly, driven, and endlessly curious, I’ve been designing games since 2015 and thrive on small, high‑ownership teams.
2018
Daytona State College
Daytona Beach — Bachelor of applied Science in Management and Supervision
Minor in CS / Video games
Magna Cum Laude
2015
Embry Riddle
Daytona Beach —Aeronautical Science
2012
Seabreeze High School
Honors and a 4.1 gpa

CURRENT - 1 year 9 mo
ATMTA inc, Star Atlas, UE5, Austin, TX — Level Designer
Team: Art Director / Concept art Marcel Van Vuuren, LD Dane Kubicka, ENV Art Lead Ed Denton, 3d Art Ainsley Langford, 3d Art/ ENV Art Ethan Pflugh, Tech Art Alexander Kovyazin, Tech Art - Ivan Leon, Houdini - Oleksandr Kratinov
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Designed and shipped content across multiple level styles: explorable hub/city (ONI CSS), third‑person arena maps, and two race tracks (Exinade open‑zone; Cynosure underground through caves and temples).
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Progressed levels from top‑down to blockout/whitebox; ran playtests; iterated to greybox and production with exact‑scale models.
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Delivered Uru (alien‑temple arena above Cynosure), Gateway (surge‑mode arena), and Paizul (ONI CSS‑adjacent arena/explorable space) tuned for fast, arcade‑style movement.
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Partnered with global Environment/Tech Art and Houdini teams across the UK, Russia, Ukraine, and Spain; aligned on goals, constraints, and references.
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Established player‑feedback channels; tuned surge‑mode gameplay and balance using data and community insights.

3 years
Cloud Imperium Games, Austin, TX — Game Designer / Level Designer / Tech Designer
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Helped start up a new QA department; authored documentation and Jira workflows; promoted within the first year.
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Transitioned into mission, level, and tech design; implemented functionality for in‑game stores, bars, and AI using internal tools (Subsumption, DataForge, StarEngine).
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Built shop interiors from the level side and implemented inventories and interactive systems as a tech designer.
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Designed a resource‑efficient self‑checkout bar and developed ship‑boarding event missions with corresponding spaces.
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Delivered high‑quality work on time; emphasized realism, readability, and performance.
Software Proficiency







