Game Design Portfolio

Game Designer | Level Designer | Systems Designer

Here is my resume. Along with some of the work I’ve done underneath.

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