Own the whole space
I work from early blockout through combat, traversal, mission integration, art handoff, playtesting, optimization, and final polish.
I'm an AAA Level Designer at Gearbox Software with four years of professional experience. I specialize in end-to-end level ownership, combat spaces, traversal, mission-driven content, and cross-discipline production from blockout through ship.
My work is grounded in clear player motivation, readable spatial choices, and spaces that support authored progression and expressive combat. I am currently contributing to additional Borderlands 4 live and post-launch content under NDA.
I hold a Master of Interactive Technology in Level Design from SMU Guildhall.
I treat level design as the connection between player intent, gameplay systems, visual storytelling, and production reality.
I work from early blockout through combat, traversal, mission integration, art handoff, playtesting, optimization, and final polish.
I am comfortable inheriting existing work, identifying what is no longer serving the experience, and carrying the space forward without losing its original intent.
My closest partners include Mission Design, Level Art, Boss and Game Design, and Production. I use playtests and direct feedback to keep decisions clear and actionable.