Learn about my journey

I am a Lead Level Designer with over seven years of experience building gameplay driven spaces across AAA co development and large scale live environments.

I have led high performing titles within Unreal Editor for Fortnite that reached millions of players worldwide, including a Top #1 experience within The Walking Dead Universe category, generating over 95.6 million minutes played. Designing at this scale sharpened my focus on retention, readability, pacing, and clarity under real player data and live iteration constraints.

Alongside live environment development, I have contributed to AAA co development as a Lead, helping define level direction and prototype unique IP concepts from early stage production. My work spans from structured blockouts and encounter design to full implementation, always prioritizing player agency and mechanical clarity.

I am particularly interested in how players interpret space, navigate environments, and make meaningful decisions through interaction. My approach balances systemic design with intuitive layout logic, ensuring that progression feels natural without sacrificing depth.

I thrive in long term projects where iteration, cross discipline collaboration, and strong design standards shape cohesive and memorable experiences.

About Me

My Level Design Skills: custom-line

Gameplay & Encounter Design
95%
Level Blockout & Iteration
95%
Spatial Composition & Player Guidance
90%
Pacing & Difficulty Balancing
90%
World Building & Environmental Storytelling
85%

Beyond Level Design: custom-line

Unreal Engine 5 / UEFN
95%
3d Modelling
90%
Photoshop
80%
Production Leadership & Technical Pipeline Understanding
90%
Prototyping & Rapid Development
90%

Education custom-line

Bachelor of Digital Game Development

2015 - 2019

I hold a Bachelor’s degree in Digital Game Development, where I built a comprehensive understanding of the entire game production pipeline from programming and game design to 2D/3D art and final production. During the program, I contributed to the development of four complete game projects, gaining hands-on experience across multidisciplinary workflows.

Exchange Student of Digital Contents

2018/1 - 2018/2

I completed a five-month international exchange program in South Korea, specializing in 3D content creation. During this period, I gained hands-on experience with industry-standard tools such as ZBrush and 3ds Max, along with other 3D software, strengthening my expertise in modeling, sculpting, and the overall 3D production pipeline. This experience broadened my technical foundation while expanding my global perspective on digital content development.

CGMA - Level design for games

2025

This course was a valuable addition to my professional development as a level designer, with a strong focus on composition, environmental storytelling, and detailed greyboxing. It significantly enhanced the overall quality, readability, and narrative clarity of my levels.

Experiences custom-line

2020 - Present

BigMoxi Games

Lead Level Designer

• Provided strategic leadership to the level design team, aligning creative vision, production constraints, and execution across projects.

• Contributed to AAA co-development initiatives across large-scale productions.

• Collaborated with major industry partners, including BANDAI NAMCO, Amazon Games, and Paramount, contributing to high-profile game initiatives.

• Established level design metrics, pipelines, and documentation to improve scalability, workflow clarity, and team efficiency.

• Oversaw level production from early 2D concepts through greyboxing and final blockout validation, ensuring gameplay readability and spatial coherence.

• Led UEFN projects that were selected as #1 in The Walking Dead Universe (TWDU) Picks, surpassing 90 million minutes played and generating thousands of player sessions, reinforcing both design quality and player engagement impact.

2024 - Present

Tri-Cristal Studios

Senior Level Designer

• I've been working in the level design role for a third-person ARPG at Tri-crystal Studios, responsible for level progression, world-building, tutorial creation, and campaign development.

• Collaborated closely with environment artists to ensure seamless integration of design and artistic elements. 

• Defined and led level design development from initial blockout through final art pass, performing gameplay validation, polish, and cleanup to ensure quality standards and core gameplay goals were fully achieved in the final prototype.

2019 - 2020

BigMoxi Games

3D Artist

• Pioneered my career in the 3D art sector, contributing to the development of 'Wardens Rising' with numerous models.

• Mastered contemporary 3D workflows to create high-quality assets.

• Proficient in industry-standard tools including Zbrush, 3ds Max, Substance Painter, and Marmoset Toolbag.