PEOPLE CAN FLY STUDIO / THE COALITION
Gears of War: E-Day
Senior Level Designer
Gears of War: E-Day
Senior Level Designer
Designing and delivering large-scale combat and narrative spaces in Unreal Engine 5, focused on spatial readability, encounter pacing, player emotion.
• Owned and iterated combat and narrative spaces from early concept and blockout through polish and final integration.
• Implemented gameplay systems and scripted encounters in UE5 Blueprints for internal playtests.
• Collaborated with art, narrative, code, and QA to align architecture, layout, flow, franchise tone, and technical stability.
• Applied architectural and interior design principles to improve scale, circulation, spatial believability, and layout readability.
• Created documentation standards and onboarding materials to support level designers and cross-discipline collaboration.
• Implemented gameplay systems and scripted encounters in UE5 Blueprints for internal playtests.
• Collaborated with art, narrative, code, and QA to align architecture, layout, flow, franchise tone, and technical stability.
• Applied architectural and interior design principles to improve scale, circulation, spatial believability, and layout readability.
• Created documentation standards and onboarding materials to support level designers and cross-discipline collaboration.
OPQAM
Project Root / Dogos
Level Designer / Game Designer
Project Root / Dogos
Level Designer / Game Designer
Grew from a QA internship into a hybrid design role on a small independent team, contributing to level design, gameplay scripting, encounters, and final production support.
• Designed fourteen levels featuring encounters, puzzles, scripted events, and narrative dialogue sequences.
• Implemented gameplay logic for combat encounters and environmental interactions.
• Supported art integration, VFX polish, testing, and debugging during final production.
• Implemented gameplay logic for combat encounters and environmental interactions.
• Supported art integration, VFX polish, testing, and debugging during final production.
GLOBANT / QUALCOMM
Qualcomm Technical Demo
Contract Level Designer
Qualcomm Technical Demo
Contract Level Designer
Designed and delivered a third-person shooter demo level for a next-generation mobile hardware showcase.
• Designed an open space enviroment to give support to different game modes.
• Balanced combat flow, navigation, visual readability, and layout composition.
• Partnered with artists and engineers to evolve the level from blockout to final polish.
• Balanced combat flow, navigation, visual readability, and layout composition.
• Partnered with artists and engineers to evolve the level from blockout to final polish.
GLOBANT
Sky Link / Drone Strike Force
Level Designer / Game Designer
Sky Link / Drone Strike Force
Level Designer / Game Designer
Worked on a fast-paced online aerial shooter developed in Unreal Engine, contributing to 3Cs, multiplayer levels, game modes, and player flow.
• Designed and iterated on core 3Cs systems with focus on responsive flight dynamics.
• Blocked out and iterated levels to support various mulñtiplayer game modes.
• Collaborated with programmers and artists to achieve gameplay goals, environment quality, and performance targets.
• Blocked out and iterated levels to support various mulñtiplayer game modes.
• Collaborated with programmers and artists to achieve gameplay goals, environment quality, and performance targets.
BIG TIME STUDIOS
Prototype Levels
Freelance Level Designer
Prototype Levels
Freelance Level Designer
Short freelance collaboration focused on prototype levels for internal content generation and gameplay testing.
• Delivered five prototype levels to support early content production.
• Adjusted layout, and navigation to iterate on readability and make better use of traversal and combat mechanics.
• Adjusted layout, and navigation to iterate on readability and make better use of traversal and combat mechanics.
FREELANCE PROJECT
Third-Person Island Level Discovery
Freelance Level Designer
Third-Person Island Level Discovery
Freelance Level Designer
One-month discovery project focused on defining the macro structure, scale, shape, and spatial identity of a visually striking island level for a third-person video game.
• Defined the island’s macro layout, scale, shape, and spatial divisions during an early discovery phase.
• Designed multi-approach areas with clear circulation between the main spaces.
• Explored how landmarks, exploration routes, and layout composition could support readability and player movement.
• Developed spatial concepts to establish the island’s identity as a believable and functional playable location.
• Designed multi-approach areas with clear circulation between the main spaces.
• Explored how landmarks, exploration routes, and layout composition could support readability and player movement.
• Developed spatial concepts to establish the island’s identity as a believable and functional playable location.