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
