Calamity
Overview
- Genre: Survival Horror
- Platforms: PC
- Engine: Unity
- Role: Level Designer
Calamity was a 3D survival horror game developed with a small team, where I contributed level layouts for a series of linear levels. Though my time on the project was brief, it offered valuable experience applying layout fundamentals to a new genre, translating player flow and pacing principles into the slower, tension-driven rhythms that survival horror demands.

The layout I designed for the "Morgue" level.
These blockouts were built directly from the layout maps above, constructed primarily using Unity's ProBuilder plugin. Working in 3D allowed me to validate the layouts in a meaningful way. Assessing spatial scale, testing sight lines, and identifying which assets were essential to the level's readability and flow before any final geometry was committed.
Project: Mantic0re
Overview
- Genre: FPS Platformer
- Team Size: 6 (4 developers, 2 artists)
- Platforms: PC
- Engine: Unity
- Role: Game Designer, Game Programmer (C#), Level Designer
Project: Mantic0re was my capstone project at Full Sail University. It was a collaborative effort between a team of four designers tasked with building a functional prototype from the ground up. Each designer owned their own levels while also sharing responsibility for scripting gameplay mechanics in C# and working alongside artists to simulate a production pipeline modeled after AAA development.
The game is an FPS platformer drawing inspiration from Ghostrunner, built around fast, fluid movement and combat. The core mechanics were wall-running, grappling, sword fighting, and sliding. These mechanics demanded levels that were designed from the start around player momentum, using the environment itself as a tool to carry the player forward rather than relying on traditional navigation cues.
My personal contributions included implementing the grappling mechanic and designing the environmental hazards including what the team affectionately called the "big scary death fans." Using geometry and danger as active design elements to direct player movement and reinforce the game's high-speed, high-stakes feel.
Final review video narrated by myself, features a run through my level and goes over what mechanics I implemented.
As with all of my levels, the process began with a detailed 2D layout. The map includes a full legend marking collectible locations, encounter placements, and animated events, giving a clear visual reference for every interactive element in the space. Level beats are also documented directly on the layout, establishing the intended player flow through what is a strictly linear experience and ensuring pacing was considered from the earliest stage of the design process.
My level layout for Project: Mantic0re with detailed labels around gameplay elements and a walkthrough.
SCRAPS
Overview
- Genre: 3rd Person RPG
- Team Size: 4
- Platforms: PC
- Engine: Unity
- Role: Level Designer, Game Designer
SCRAPS was a collaborative school project with a focused mandate of pure level design. Working in groups of four, each designer was responsible for their own level within a single cohesive gameplay sequence, built on top of a pre-constructed game provided by Full Sail. The project followed a structured professional workflow designed to simulate the kind of discipline and process expected in a AAA studio environment.
The levels were set across a Sewer System and Underground Bunker, introducing two core mechanics: hidden passageways and dynamic water level manipulation. Designing around these mechanics required careful consideration of how the player would discover, understand, and interact with each system, building comprehension through layout rather than instruction.
This project was where I developed and first applied many of the foundational level design skills I still rely on today including my introduction to the IPM system as a framework for structuring player progression and mechanical pacing within a level layout. 
The level layout that I designed for my level in SCRAPS.
Getaway
Overview
- Genre: FPS Stealth
- Team Size: Solo Project
- Platforms: PC
- Engine: Unity
- Role: Level Designer, Game Designer, Game Programmer (C#)
Getaway was an independent school project that challenged me to take a level from concept to completion entirely on my own. I designed a stealth-focused experience built around AI patrolling guards, scripting the enemy behavior myself in C#. The level introduced mechanics and collectibles woven into the environment as interactive elements, giving the player meaningful things to discover and engage with beyond the core stealth loop.
The flowchart that I initially created to visual the flow of the level.
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