
Professional Experience
Squanch Games
Level Designer
ForwardXP
Level Designer
Treyarch
Intern Level Designer

Unreal Editor for Fortnite
Six Flags Speedrun / Coca-Cola x Six Flags (Island Code: 0667-7898-1638)
Level Designer
A partnered project with Coke and Six Flags to create a speed run game for the top streamers to compete in for the summer showdown at Six Flags Fiesta Texas.
Wacky Taxi (Island Code: 7437-6424-5887)
Level Designer
An open-world delivery game inspired by Crazy Taxi. Players cruise around the map picking up passengers, completing challenges, and upgrading their ride.
Fight Night (Island Code: 1531-6312-8503)
Level Designer
4 vs 4 night time capture the flag where the red and blue team fight in absolute darkness, using the lights around the map to help themselves navigate/sneak to the enemies flag on the other side.
Extract or Die (Island Code: 9862-4745-5979)
Level Designer
Large 16 player extraction shooter where four teams race against the clock, in order to launch the nuke in the center of the map.
OG Mini Royale (Island Code: 7169-8273-9719)
Level Designer
A miniature version of the season 5 map that was designed to be much more fast-paced than the standard size map.
Ultimate Comp 2v2 🎯 (Island Code: 6764-3894-5317)
Level Designer
A competitive 2 v 2 map where players will fight in a variety of spaces to test their skill against other players.
Jungle Gun Game (Island Code: 1653-2261-6293)
Level Designer
An arena deathmatch where players use the thick jungle environment as cover and kill players to upgrade their weapons. Players also have to fend off raptor attacks by shooting them or traveling on vines to get to the high ground.
PIRATE ROYALE ULTIMATE DEATHMATCH (Island Code:7572-4848-3228)
Level Designer / Programmer
Grab your ships weapons ⚔️ and gear to fight alongside your allies in an ultimate pirate battle against the other ship! Explore the amazing world to find hidden super weapons. ARRRR you ready to show everyone who is the king 👑 of the pirates?




























TimeSplitters Rewind
Level Designer
Overview
An upcoming TimeSplitters fan game being developed using Unreal Engine 4. During my time on the project I worked on many levels suited for many varying gamemodes. I would do all designs from a 2d topdown perspective and after getting feedback from the team, I would then create the blockout using Maya. The level would also be done as detailed blockout and unwrapped for the art/lighting team.
Warzone
I solely redesigned Warzone from TimeSplitters 1 using Maya to do the blockout and Unreal Engine 4 to create the playable level. My goal was to take the layout of the original design and mold it to fit the redesigned gameplay of TimeSplitters Rewind. I did this by opening up previously closed off areas and creating new pathways for the player to flow through the map. Along with my redesign of the map, I made necessary objects that are UV efficient and ready for texturing.
Graveyard
This new design of Graveyard takes the silhouette of the original design and creates a brand new flow for the player to experience. Along with my redesign of the map, I made necessary objects that are UV efficient and ready for texturing. The blockout was made inside of Maya and then transferred to Unreal Engine 4 for the build.









Personal projects
Game Design Den “Ghost Of Tsushima” Competition
Level Designer / Game Designer
This was made for the “Retrofit” Challenge. The challenge was held by the Design Den discord server. I solely made this using BSP along with a prebuilt character controller that I customized to fit the gameplay. All the additional features such as pickups, killing, and teleporting were programmed by me to help the playthrough.
Third-Person Shooter
Level Designer / Game Designer / Combat Designer
I was the sole developer for this project. This game was created inside Unreal Engine 4 and used two asset packs as well as a gameplay pack to implement the gameplay and art.
Post Apocalyptic San Francisco
Level Designer
Built using Maya, this level was created in an effort to prioritize high-quality environmental storytelling with an emphasis on unique cinematic set-pieces. The key components of gameplay design focused on exploration, engaging traversal and framing/composition that greatly emphasized San Francisco’s diverse architectural style.
Mx vs ATV Reflex “Digital Earthworks Editor”
Level Designer
Each track is held in different environments with its own style, size, and difficulty. Wasteland is a motocross track that puts the player in a gritty atmosphere with a variety of structures each with a story of their own. Jayfield is a Supercross track that is placed in the center of a large city with the atmosphere of a main event. The final track is Hollowhill Airfield, an Arenacross track that puts the rider in the center of an abandoned airfield with a rocky surrounding.







