GAME DESIGNER · TECHNICAL GAME DESIGNER · LEVEL DESIGNER
Gravewood High
Owned Game Design, Technical Game Design and Level Design across the full playable-level cycle: core mechanics, puzzles, encounters, layout-to-implementation work and Blueprint scripting for horror events. 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
Build the horror level as one playable system.
Layout, puzzles, horror beats, navigation and encounters shaped one another. My work therefore went beyond blockout: I designed the rules and scenarios, implemented them in Blueprints, tested pacing and tuned balance.
Work breakdown
Key decisions
Take each level from layout to playable implementation.
Built routes and spaces, placed encounters, assembled gameplay logic, tested playthroughs and tuned difficulty.
Script horror beats and puzzles directly in Blueprints.
Built the logic for interactions, events, puzzles and gameplay scenes so the spatial scenario worked in the build rather than only in documentation.
Connect core mechanics, documentation and localization.
Designed mechanics and puzzles, documented rules and tasks, integrated localization keys and checked them in the context of the level.
Project media
Gravewood High / visual evidence
9 items






Project footage