
Technical Level Designer & Solo Developer
I’m a technical level designer who creates tight, immersive, and gameplay-focused environments. I work both as a solo developer on my own projects and with small teams on collaborative games — always bringing strong attention to layout flow, player agency, verticality, smart enemy placement, and technical polish.
Whether building tense horror corridors, tactical combat arenas, atmospheric exploration spaces, or modular environment kits, I design levels that respect the player and elevate the overall experience.
Tools I work with: Unreal Engine, Godot, Unity, Blender, AccuRig, and various level design toolkits.
Currently developing levels and assets for both my personal projects and team-based games. Always learning and experimenting with new techniques.