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Level Design

I design levels that guide player movement, communicate intent through environment, and create pacing through spatial layout and interaction.

Design Approach

My level design process focuses on player flow, readability, and environmental storytelling. I use layout, lighting, and composition to guide players naturally without relying on UI.

Selected Work

S.O.R.N.

Level design focused on player positioning and encounter flow.

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Abyssal Shade

Level design focused on open-world exploration and environmental variety.

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David’s Mighty Men

Level design focused on city landscaping and encounter flow.

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Ripple Rescue

Level design focused on diffculty scaling and replayability.

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Layout & Flow Examples

Examples of blockouts and final layouts showing player guidance and spatial composition.