Game Design Portfolio

My focus lies in systems and level design, with an interest in crafting environments that challenge players, support gameplay, and create immersive experiences. I’m drawn to how layout, pacing, and mechanics shape a player’s journey, but also to how narrative, systems, and technical design come together to give a game its impact and depth. My goal is to design experiences that feel engaging and meaningful to play through.

Game Projects

A look at some of the work I’ve done in game and level design.

Red Dead Redemption 2 (Inspired)
Level Designer
  • Recreated the feel of Valentine from RDR2 with a new overgrown, abandoned twist

  • Designed layout, lighting, and scene composition to evoke mood and setting

  • Focused on environmental storytelling and creating a strong sense of atmosphere

Feudal Japan Environment & Samurai Cinematic
Environment, Level, & Cinematic Designer
  • Designed an environment and cinematic inspired by Feudal Japan

  • Blocked out and animated entire sequence with careful visual flow

  • Blended style, lighting, and composition to evoke cinematic tone

Advanced Game Systems Project (Early Roguelike Prototype)
  • Designed procedural gameplay tiles and contributed to the overall structure of the roguelike loop

  • Created enemies, traps, and abilities using a custom JSON-driven GAS framework

  • Worked collaboratively to define the game’s identity, systems direction, and long-term design goals

Level & Systems Designer, Class Project (Ongoing Development)
Assassin Assessment
  • Designed core systems, including inventory, buy stations, door progression, enemy spawners, and AI behaviors

  • Built the arena layout and sector-based progression, focusing on pacing and wave-survival flow

  • Contributed as the project’s primary programmer and producer, coordinating features and keeping the team aligned

Systems Designer/Level Designer/Blueprint Programmer, Capstone Project (In Progress)
Sankofa Seasons
  • Designed, blocked out, and animated the opening cinematic using Unreal Sequencer

  • Adjusted environment layout, lighting, and VFX to support mood and narrative beats

  • Delivered a first pass integrating gameplay tone with visual storytelling

Level & Cinematic Designer, DePaul Original Game Studio
Street Blocks
  • Designed a fast-paced tile racing mechanic with time-based decision-making

  • Built the full 3D level layout, balancing tile spacing, map size, and navigation flow for fair difficulty

  • Structured the core gameplay loop around rapid decision-making: identify the tile, plan a route, and react under a timer

Solo Designer & Developer
Rudor Empire
Game Designer - Systems & Level Design
  • Designed board layout, ruleset, and interactive card mechanics

  • Focused on balance, player dynamics, and core game loop development

  • Applied core design principles to create a strategic, replayable tabletop experience

Scenic Nature Trail Environment
Environment & Level Designer
  • Designed an atmospheric nature trail with subtle narrative cues

  • Focused on lighting, mood, and spatial composition to enhance visual storytelling

  • Designed the scene to highlight the beauty and emotion of a quiet natural space

Bookstore Front Business
Level Designer
  • Designed a small-scale level featuring a hidden narrative twist

  • Planned and blocked out space progression from bookstore to secret basement

  • Focused on visual contrast, environmental storytelling, and player flow

Cave Environment
Environment & Level Designer
  • Created a scenic cave centered around a standout focal tree

  • Built full layout, composition, and lighting for mood and readability

  • Focused on atmosphere, space depth, and visual clarity