/// SYSTEM ID: ARCHITECT

ABOUT ME

Technical Level Design • World Architecture • Narrative Systems

STATUS: AVAILABLE FOR DEPLOYMENT

OPERATIONAL PROFILE

I stand at the intersection of Art and Engineering. With over 5 years of AAA development experience, I don't just build levels—I architect living, breathing ecosystems where player agency creates emergent narrative.

My expertise lies in translating high-level creative direction into concrete, playable reality. At Cloud Chamber (BioShock 4), I spearheaded end-to-end mission architecture, driving the vision from conceptual blockout to ship-ready polish while managing complex interdisciplinary dependencies.

I am a Technical Craftsman first. My deep proficiency in visual scripting, AI behavior trees, and combat logic allows me to prototype complex systems independently, bridging the communication gap between Design and Code.

TECHNICAL ARSENAL

Unreal Engine 5 (Mastery) Blueprint Architecture Mission Logic Systemic Combat Design Technical Scripting Narrative Integration Performance Profiling Cross-Discipline Leadership
Level Designer 2024 - 2025
Cloud Chamber • BioShock 4
  • Mission Ownership: Architected core narrative missions from paper design to Alpha, defining critical path pacing and combat beats.
  • Technical Leadership: Owned complex Blueprint scripting for bespoke gameplay moments, reducing engineering overhead.
  • Cross-Func Alignment: Unified Art, Narrative, and Design teams to deliver cohesive environmental storytelling.
Gameplay / Level Designer 2023 - 2024
Skydance Games • Behemoth
  • VR Combat Design: Engineered visceral melee combat arenas tailored for VR physicality and spatial awareness.
  • Systemic Design: Implemented physics-based interaction systems to enhance player immersion and agency.
Game / Level Designer 2022 - 2023
Skydance • TWD: Saints & Sinners Ch. 2
  • Scripting Systems: Developed modular encounter scripts used globally across the project to streamline production.
  • Optimization: Led layout optimization passes to maintain high framerates on constrained VR hardware.
Game & Level Designer 2020 - 2021
Independent • Award Winning Projects
  • Team Leadership: Directed a 40-person multidisciplinary team to ship an Intel Award-winning title.
  • Pipeline Dev: Established asset pipelines and version control standards for rapid iteration.
BFA Interactive Design SCAD
Game Development & Design