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  • Analyze and mitigate Level Design problems related to open-world optimization.
  • Talk with programmers to guide tool creation for world streaming. Present solutions and design problems to the client using Miro.
  • Use Unity to world stream areas on six different open levels, separating the world into sections and mitigating the moments where each area should be loaded without breaking the illusion of the open world.
  • Apply performance checks and organize profiles to display FPS, cpu and gpu gains with world stream optimization.

UFO Robot Grendizer (2024)

Technical Level Designer
  • Implemented UI, animations, pipelines, and graphics exploration.
  • Contributed to a multi-cultural game company, improving language skills.
  • Worked alongside designers to bring their visions to life and ensure seamless integration of technical aspects with artistic design.
  • Actively participated in brainstorming and problem-solving sessions, providing valuable input to enhance gameplay mechanics and user experience.
  • Worked on cross-disciplinary teams, fostering a dynamic and collaborative environment that led to successful project outcomes.

XCOM LEGENDS (2021-2023)

Technical Artist
  • Supported and coordinated the crew to achieve technical goals for each milestone.
  • Led and supported the team to reach technical sprint goals.
  • Communicated with lead developers to comprehend technical aspects of features.
  • Coordinated junior developers for feature implementation.
  • Collaborated closely with artists to integrate animations, VFX, and gameplay for new enemies.
  • Delivered builds for milestone releases and continuously integrated new features with other teams.

RELIC HUNTERS LEGENDS (2020-2021)

Technical Game Designer - Team Leader
  • Contacted by Big Green Pillow to provide formal feedback on their featured game Slash Quest.
  • Played and thoroughly analyzed every level of the game.
  • Compiled and documented all feedback in a formal report.
  • Identified bugs and design inconsistencies throughout the gameplay.
  • Delivered comprehensive feedback via a formal document.

SLASH QUEST (2020)

Game Design Consultancy
  • Created tools using C# to speedup pipelines. 
  • Integrated Characters, Skills, VFX, and UI.
  • Improved tool systems and lighting of scenes.
  • Created Animations for Character Skills. Communicate with the Art team to maintain quality integration

HEAVY METAL MACHINES (2019)

Technical Artist
  • Led a 7-person team, including artists, programmers, sound designer, and QA.
  • Took on roles of Game Designer, Project Manager, and Game Writer.
  • Provided leadership and support for achieving technical and creative goals.
  • Created defining documents for features, lore, UI, and technical art pipelines.
  • Managed pacing, puzzle design, level creation, challenge implementation, collectable placement, ambient design, and level storytelling.
  • Organized playtests and collaborated with QA for feedback.

TETRAGON (2018)

Author, Game Designer & Level Designer
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