GAME DESIGNER · TECHNICAL GAME DESIGNER · LEVEL DESIGNER
Gravewood High Multiplayer
Owned Game Design, Technical Game Design and Level Design for the multiplayer mode: designed game features, puzzles and encounters, took levels from layout to playable implementation, and built Blueprint logic with replication in mind. Handled documentation and localization, including key integration. Final level art was produced by the Level Artist.
- Responsibilities
- Level Design / Game Design
- Period
- 2021–2023
- Review state
- Published

Task and context
Preserve horror and puzzle clarity in multiplayer.
In multiplayer, players split up, cooperate or interfere with one another, so authored event sequences are constantly disrupted. I designed the spaces, mechanics and puzzles around those behaviors and brought them into a playable Blueprint implementation with replication in mind.
Work breakdown
Key decisions
Build levels for several simultaneous routes.
Owned Level Design from layout to playable implementation: built routes, placed encounters and tested pacing across different group behaviors.
Make player interaction part of the mechanics.
Designed new game features and puzzles around cooperation, divided responsibilities and interference, then tested the rules and tuned balance.
Carry multiplayer logic into a working build.
Scripted replicated puzzles and events in Blueprints, maintained task briefs and design documentation, integrated localization keys and coordinated implementation with programmers.
Project media
Gravewood High Multiplayer / visual evidence
9 items






Project footage