Junior Level Designer with a 7+ year history of working in the games industry. Skilled in visual scripting, collaboration, and designing levels with a clear visual language and strong spatial compositions. I like to focus on invisible hand design methodologies to keep players on the main path while also enforcing player agency in my levels to create fun, engaging, and memorable experiences. Hoping to find full-time employment as a creative professional and work alongside other passionate and hardworking creators that push each other to create the greatest games possible.
– Passionate Level Designer who works extremely well in stressful environments and gets results.
– Strong team player who takes ownership and initiative.
– Creative problem solver with strong written communication skills.
– Detail oriented Level Designer who focuses on creating strong, emotional atmosphere and unique gameplay experiences.
To obtain full-time employment as a creative professional and work alongside other passionate and hardworking creators that push each other to create the greatest game possible. Creating fun and engaging level and game designs that showcase the efforts of my teammates.
[Game/Level Designer] – Koan Studios
– Jun – Nov 2018 (6 mos)
– Designed core game mechanics and design pillars, ensuring that any future designs were in-line with the project’s design pillars to create a fun and cohesive game.
– Created and maintained the game design and level design document(s) that all disciplines of the team worked from.
– Collaborating with Narrative, Concept, and Art teams to design unique spaces within levels that help tell the game’s story
[Level Designer] – DreamForge Studios
– Sept 2017 – Jun 2018 (11 mos)
– Blocked out a large interior space that supports multiple goals and gameplay experiences to increase replay value of the level.
– Provided qualitative and constructive feedback to the artists and writers throughout pre-production and first deliverable phases of development.
– Constantly iterated based on playtest feedback from the team.
[Level Designer] – Unholy Squid Entertainment
– Mar – Aug 2015 (6 mos)
– Blocked out the first level of the game that served as a tutorial covering traversal, interaction, combat, and ability combination/mutation mechanics.
– Created a collection of modular level chunks that could be re-used throughout the game to create endless, non-repeating levels.
[Associate Quality Designer] – EA Vancouver
– Nov 2018 – Present
– Spearheading compliance passes and working with external partners to define a unique set of technical requirements for the product.
– Responsible for defining a submission process and working with multiple external partners to ensure subsequent launches (patches) were released without issue.
[QA Development Support] – EA Vancouver
– Jul 2017 – Nov 2018 (1 yr 5 mos)
– Maintaining the Quality Assurance pipeline from discovery through a fix to regression verification
– Supporting development of a console app from conceptualization to launch while in an embedded QA role.
[Test Coordinator] – VMC Montreal (Keywords)
– Oct 2015 – Jul 2017 (1 yr 10 mos)
– Creating and maintaining extensive gameplay design documents for QA purpose.
– Mentoring new team members in regards to proper protocols and practices.
[Functional QA Tester] – VMC Montreal (Keywords)
– Jun 2014 – Oct 2015 (1 yr 5 mos)
– Locating and writing bug reports pertaining to single and multiplayer functionality, balancing, performance, exploits, visual appeal, and overall entertainment level.
– Developing a strong understanding testing procedures and practices on all major platforms (PlayStation 4, Xbox One, PC)
Game/Level Design
– Unreal Development Kit (UE3/UDK)
– Unreal Engine 4
– Unity 3D
– Game Maker: Studio
– Game Design Theory
– Visual Scripting (Blueprints, Kismet)
– Rapid Prototyping
– Level Blockout
– Mechanic Design
– Design Documentation
– Combat Encounters
– Scripted Events
– Feedback Iteration
Quality Assurance
– Functional and Automated Testing
– Research and Analysis
– Script/Test Case Creation
– Bug Writing and tracking
– Regression testing
– Compliance Requirements
– Live Service Support
– Consumer-driven focus
– Compliance proficiency
– Problem Solving and Critical Thinking
Industry/Project
– Project Management
– Communication and Collaboration
– Autonomy
– Agile/Scrum Methodology
– Analytics and KPIs
– Telemetry
– Risk Management
– Microsoft Office
– Task Management
Studied Level Design for Games
– CG Master Academy | May 2021 – Jul 2021 (10 wks)
– During the course, I was able to learn and refine my skills in level design theories such as; shape composition, architecture and player psychology and how they can be applied to a level’s design. Each week, I was tasked to create a new or iterate on a previous level to explore the lessons taught in the lectures that were presented that week.
Studied Game Art and Design
– The Art Institute of Vancouver | Oct 2012 – Mar 2014 (1 yr 6 mos)
– I studied about the games industry at the Art Institute of Vancouver in their Game Art and Design program. During my time in this program I was trained in Game Design, Level Design, Game Audio, Documentation best practices, 3D Art, and Project Management during an accelerated program completed in 6 quarters. My training in Game and Level Design has allowed me to gain knowledge on the game development process as well as several design philosophies.