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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.

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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.

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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.

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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 Jira, Trello, Notion, 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 Infusion & Arma map creator, CryEngine, Source/Hammer++, and the GEM Editor, giving me a broader perspective on different level design pipelines and gameplay styles.

Course Certificate

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