Explore My Design Portfolio: Projects and Creative Processes

Showcasing 4+ Years of Game and Level Design Experience

In a nutshell

I’m a designer with 4+ years of experience in the video game industry, covering roles from concept artist to lead designer. Skilled at turning ideas into actionable, production-ready features, balancing creativity with technical feasibility.

Experienced in full development pipelines: publisher approvals, schedule adjustments, production-oriented documentation (Jira/Confluence), and build stability (Git). Comfortable working across design iterations, rapid visual prototyping, and in-engine gameplay tuning. Ready to take on new challenges with a practical, solution-oriented mindset.

Studio Experience

Concept Art | Game Design | Level Design

Senior Level Designer

Crafting dungeons and open-world areas for Secret Forest, an action packed MMORPG (UE5), taking care of the Level & Environment Design, Set Dressing, Lighting, and Enemy Encounters

December 2024 - March 2025

  • Having periodic meetings with the production team to understand the individual requirements of each level and/or open-world area

  • Working closely with the team leads to ensure quality and na appropriate game experience direction

  • Crafting block-outs around contemporary design principles and methodologies

  • Using specifically themed assets to compose, create, and set dress the respective environment for each level while following the Art Direction guidelines and directives

  • Creating the lighting for each level taking into consideration the respective mood and performance requirements

  • Ideating, documenting, and fine-tuning the implementation of the gameplay mechanics needed for each level created

  • Crafting balanced, theme-appropriate, and engaging enemy encounters for each dungeon and open-world area created

  • Optimizing and constantly testing assets and BPs to ensure adequate performance in all levels created

  • Implementing particle systems, sound effects, music, and gameplay affordances in the open-world areas and dungeons to deliver complete level experiences

Zelcar Games

Lead Designer

November 2021 - October 2024

Wabisabi

Leading a team of 4-6 designers while coordinating with art, audio, dev & production departments for the development of RKGK along with a couple other unannounced projects

  • Having periodic meetings with the design team to provide support and remove creative & technical blockers

  • Working closely with the producer to ensure on-time delivery of greybox levels and design documentation to prevent delays down the pipeline with other teams

  • Working closely, and having periodic meetings with the Art Team to provide notes, and guidelines regarding set dressing, and to ensure level integrity

  • Directing and providing feedback to the respective Art, Audio, and Development team leads to ensure all efforts align with the creative vision of the project

  • Receiving, processing, and managing feedback from directives, and publishers such as Gearbox Publishing, Riot Games, and Crystal Dynamics for implementation without disrupting the already established work plan

  • Constantly playtesting to find, report, and solve QA issues with each project build

  • Managing team schedules, tasks, and documentation via JIRA and Confluence

  • Designing, documenting, and working side-by-side with the Dev Team to implement all boss fights for RKGK

  • Receiving, sorting, and interpreting analytics data to balance difficulty across all levels, and boss fights for RKGK and other projects

  • Designing and overseeing the implementation of skills, weapons, and set-pieces for an unannounced AAA Action RPG game in collaboration with Gearbox Publishing and Timbre Games

While performing the role of Lead Designer at Wabisabi, I had the opportunity to participate in a "Devs React" video from IGN, witnessing an amazing speedrun of the, at the time, recently released Rakugaki.

Wabisabi

Concept Artist

June 2021 - November 2021

Sketching concepts for production and producing polished key art pieces to help define art direction for RKGK

  • Working alongside the art director to find a unique aesthetic look for the game

  • Closely collaborating with level designers to define layout compositions

  • Concept design diagrams and sheets for props and affordances

  • High-concept environment art to define mood and visual identity for levels

  • Concept art & design for VFx to ensure visual language cohesiveness and readability

  • Design sheets for modular pieces

CGBot

Concept Artist

July 2020 - May 2021

Providing outsource art solutions and working in IPs such as Resident Evil 4 VR, Star Wars: Rise to Power, Roller Champions, and MADDEN 21

  • Interpreting game design concepts and translating them to illustrative art-works

  • Creating diagrams and sketches to aid in the creation of 3D assets

  • Creating assets for in-game implementation such as textures, UI elements

  • Receiving, processing, and implementing feedback from client studios

  • Reviewing and providing feedback for peers

Materials protected under NDA — work details available upon request.