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 - I value -

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Communication

Collaboration

Iteration

Fun

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 - I can use -

 

Unreal Engine

Unity

SketchUp

3DS Max

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 - I specialize in -

 

Nonlinear Level Design

360° Combat Encounters

Flow-Focused Traversal

Banger Playlists

I'm a Level Designer with 7 years of experience in the field, having worked in AAA, mobile and indie.

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

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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 design is done when all of the team's strengths are leveraged, so I always make sure everybody's voice is heard and their work is showcased. 

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level design
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level design

- Unannounced AAA Project -

Eidos Montreal is hard at work on an ambitious AAA of which I have been a part for the last three years. During that time I have hopped on many different mandates, fulfilling needs whenever they arose, and developping my skillset along the way. I have done almost everything a Level Designer could do on the project, including Quest Design, World Design, Navigation & Traversal, Puzzle Design, Combat Encounters and lots of brainstorming.

- tasks -

  • Quest Design:

    • Use Unreal Blueprint visual scripting to create and control quest flow;

    • Work with narrative to create compelling stories that bring the game world to life;

    • Leverage existing tools and mechanics to create side-content that feels fresh and challenging.

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  • World Design:

    • Create open spaces that can be accessed from multiple points and that feel good to explore freely;

    • Work with art to showcase and rationalize POIs & Landmarks;

    • Ensure readability, cohesion and comfort through iteration and assessments. 

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  • Navigation and Traversal:

    • Focus on flow to create fast-paced traversal sequences;

    • Leverage player abilities and level design ingredients to instill variety in navigation;

    • Tweak metrics to prioritize comfort and predictability. 

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  • Combat Design:

    • Create arenas that can be approached from multiple angles​;

    • ​Leverage environment and player abilities to craft unique and memorable encounters;

    • Work with Game Design to make the most out of our varied roster of enemies.

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-  approach -

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  • Put collaboration first, working with narrative, art, tech & game design to create hollistic levels from a shared vision;

  • Start with a mechanic in mind and build around a simple idea;

  • ​Iterate quickly with weekly reviews and a production-driven mindset. 

Stay tuned for the official trailer! Coming out any day now!

Eidos

- 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.

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  • 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.

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  • 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. 

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-  approach -

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  • 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).

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-  awards -

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  • 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 (12!) NYX Game Awards, including:

    • Best Multiplayer Mobile Game​

    • Best Mobile Game Design

    • Best Mobile Experience

Castaways
Bloodroots

- Bloodroots -

by Paper Cult

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 - 

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  • 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. â€‹

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-  approach - 

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  • 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 Director;

  • Multiple rounds of playtests.

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-  awards - 

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  • SDGC Pax East 2019: Best of Show

  • Ubisoft Indie Series: Jury Award

  • GDC 2019 The Mix: Best of Show

  • Indiecade 2018: Official Selection

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