Bio
I’m a Melbourne-based Level Designer working primarily in Unreal Engine, with an Advanced Diploma in Game Development and additional training through CGMA’s Level Design course.
My work focuses on clear player flow, environmental storytelling, and atmosphere, with portfolio projects ranging from narrative-driven horror spaces to stealth-oriented and puzzle-led environments. I’m particularly interested in how layout, lighting, and composition can communicate story and guide players without relying on explicit direction.
Alongside game development, I bring professional experience in IT support and technical production environments. This background has strengthened my problem-solving skills, communication, and understanding of structured workflows, and helps me collaborate effectively within multidisciplinary teams.
Originally from Adelaide and now based in Melbourne, I discovered level design through the Far Cry 2 map editor and have been building interactive spaces ever since, finding a creative outlet in tools such as the GEM Editor for Men of War and the Arma series’ map-making toolsets. Outside of development, I enjoy photography, playing acoustic guitar, and attending game-dev events such as IGDAM, PAX, and MegaDev.

March 2024 Graduation for Advance Diploma at AIE
Tools

Unreal Engine

Unity

Git

Photoshop

Da Vinci Resolve
I'm also familiar with a range of planning and task-tracking tools like Trello, Notion, HacknPlan, and Miro, which I use for organizing workflows, creating level breakdowns, and visual planning. In addition to Unreal and Unity, I’ve explored other engines and editors such as CryEngine, Source/Hammer++, and the GEM Editor, giving me a broader perspective on different level design pipelines and gameplay styles.
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