An open world collectathon where you play as a flying horse. Made over the course of a month. I was contracted to do level design for this project, and given the task of creating the City section.
Precision platformer where you have to escape a strange, spiky, and slimy dungeon using your uniquely powerful vacuum. Made for Bigmode Gamejam in 2023, and then later expanded for a Steam release. I was brought on for VFX initially, then became a level designer for the full release.
A fast paced movement/arena shooter where you fight robots in a space-scraper. An ongoing game for my junior project class at DigiPen. I was brought on as a level designer, and am currently focusing on encounter/arena design.
A series of levels inspired by Ultrakill's own P-2 "Wait of The World". Solo project that focuses on very difficult combat encounters and setting moods through lighting choices, set pieces, and environment design.
A 4 player pvp map created for my Des-340 (Level Design 2) class final project. Initial blockout was created in around 6 hours, then iterated and detailed.
An action game where you defend the gates of your city from goblins. Steal their masks to use their elemental abilities and fight back.
Made with a team of 3 for Global Game Jam 2026, I worked as the level and VFX designer
A single player map created for my Des-340 (Level Design 2) class's second assignment. You navigate through a modern city, scavenging weapons and supplies to defeat mercenaries until you reach an escape helicopter.
A fun, lighthearted collectathon where you capture dinosaurs that have broken loose around a beachside town. Find your way to different POIs through the city streets while avoiding a giant dinosaur that wants to find you.
This was the sophomore year project I was a part of, and I worked as a level designer.
A single custom Ultrakill fan level made using the visuals of the base game's Violence layer levels. Solo project to try out 3D level design, and learn how to design using an existing game as a base.
Escape the depths of an intricate spiky dungeon in UnDuster. Master the peculiar abilities of a powerful vacuum to run, jump, suck, and blow your way through precarious and horrifying platforming challenges.
Originally created for BIGMODE Game Jam in 2023, then released on Steam later. I was brought on during the Game Jam for VFX, but later took on a level designer role as well.
First person shooter spanning 6 different levels with unique environments and a sandbox to test your skills. Created in a team of 2 for my 12th grade game design class, where I created the levels, art, narrative, and mechanics over the course of the school year.
My first large scale project, and and where I found out that level design was my favorite thing to work on.
First person shooter where you slash and shoot enemies while trapped in a cage in hell. The more enemies you kill, the larger and stronger you become, but the more damage you take, the more you shrink.
Created for Ludum Dare 54, where I took the role of level designer/environment artist.