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 - I value -

Communication

Collaboration

Iteration

Fun

 - I can use -

 

Unity

Unreal

SketchUp

3DS Max

 - I specialize in -

 

Nonlinear Level Design

360° Combat Encounters

3rd Person Exploration​

Banger Playlists

I'm an Intermediate Level Designer with nearly 4 years of experience in the field, both in indie development and working with world-known IPs. 

 

I'm looking for opportunities to work with experienced designers on ambitious games, to push my skills and deepen my understanding of Level Design.

I'm an adaptable and creative designer that make the most out of a player's toolset to create memorable exploration and combat experiences. I take every opportunity I can to learn something new and I thrive in teams that are collaborative and feedback-driven. The best LD is done when all the team's strengths are leveraged, so I always make sure everybody's voice is heard and their work is showcased. 

level design
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level design

- LEGO Star Wars: Castaways -

Castaways is a social action-adventure game with a focus on customization and replayability. Both the On foot and Vehicle levels have built-in randomization that creates a different experience every time the level is loaded, and the combat encounters are designed so they can be approached from every angle. The player can also enter the level with a myriad of different loadouts (a combination of a main weapon and a secondary skill) that open up different paths and allow for new surprises every time. All the levels are 100% made of LEGO bricks, with a combination of modules-driven architecture and organic terrain generated using our award-winning technology, the Legolizer.

- tasks -

  • Create On Foot Levels:

    • Different objectives for each playthrough;

    • Up to 4-players coop;

    • Open-ended puzzles that can be solved in multiple ways depending on the player's secondary skill;

    • 360° combat encounters that play out differently depending on the loadout.

  • Create Vehicle Levels:

    • Single-player, on-rail shooter levels where the player boards their favorite ship from the Star Wars universe, each with different skills and specs.​

    • Each level contains 15 - 20 splines that snake around the level and connect to each other, each with three difficulty levels.

    • At start, the level generates a 5-spline path that increases in difficulty for a different experience each time.

  • Create Trial Levels:

    • Single-player, timed challenges focused around a single gameplay: Combat, Puzzles or Survival;​

    • Locked loadout for a more controlled experience,

    • Create opportunities to optimize run and promote speedrunning. 

-  approach -

  • Research on the maps' environment to respect the Star Wars IP and make the most of its rich universe and lore;

  • Sandbox-type design centered around the players different skills to provide a different experience for each loadout;

  • Collaborative Level Design to make the most out of every designer's strengths;

  • Regular iteration following feedback from all stakeholders (Apple, LEGO, Lucasfilm).

-  awards -

  • Esquire Gaming Awards 2021: Mobile Game of the Year

  • Canadian Game Awards 2022: Mobile Game of the Year

  • Webby's People Voice Awards 2022: Best Family and Kids Game

  • Apple Design Awards 2022: Best Visual and Graphics

  • Twelve (Twelve!) NYX Game Awards, including:

    • Best Multiplayer Mobile Game​

    • Best Mobile Game Design

    • Best Mobile Experience

Castaways
Bloodroots

- Bloodroots -

by Paper Cult

Bloodroots is a top-down, over-the-top action brawler with a sharp focus on experimentation, improvisation and die-and-retry mechanics. In Bloodroots, almost any object in the environment can become a makeshift weapon, and its levels were built to maximize opportunities for rhythmic, flow-y play, clutch escapes and sweet, sweet combos. 

- tasks - 

  • Create varied levels under specific constraints:

    • Linear, instructive and cinematic;

    • Open-ended combat encounters promoting improvisation;

    • Platforming challenges.

  • Give access to a wide array of weapons with gameplay-changing characteristics 

  • Fine-tune the feeling of flow

  • Create opportunities to optimize run and promote speedrunning;

  • Monitor the difficulty curve and iterate accordingly. 

-  approach - 

  • Forward-design research in the Editor;

  • Create a bank of Level Design Patterns; 

  • Constant communication with the other Level Designers on the project; 

  • Iteration through feedback from the Game Designer;

  • Multiple rounds of playtests.

-  awards - 

  • SDGC Pax East 2019: Best of Show

  • Ubisoft Indie Series: Jury Award

  • GDC 2019 The Mix: Best of Show

  • Indiecade 2018: Official Selection

Lights Out

- Lights Out -

Le Campus ADN

Lights Out is a 2.5D platformer, a 15-week project realized in collaboration with the Animation and 3D Modeling classes at Campus ADN. The player can switch between two different avatar states with different abilities to overcome platform- and combat-based challenges.

- tasks - 

  • Initial pitch to the team

  • Create a puzzle-oriented level;

  • Work with a level artist to establish theme & vision for the level (his work below);

  • Act as liaison with the Sound & Music Team

  • Integrate sound and music using Wwise;

  • Create a guide of the level design tools available;

  • Act as consultant for the Narrative Team to review and give feedback;

  • write the code for some ingredients.

-  approach - 

  • Research on puzzle design;

  • Level Design document detailing my intentions;

  • SketchUp rough;

  • Blocking using Unity;

  • Constant communication with the level artist;

  • Three rounds of playtest with iterations.

  • Regular meetings with the Narrative and Sound Teams to follow up on progress

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