Alterborn
Full-spectrum ownership of level development and systems integration.
I was responsible for the end-to-end lifecycle—from initial blockout to final item/enemy orchestration—while designing core mechanics and boss behavior trees.
My work centered on 'lived-in' world design, ensuring that narrative systems and gameplay flow were supported by rigorous technical optimization.
Iron Lung
1.5 year






The project was in need of a competent level designer that is able to tackle the orchestration of high-density combat scenarios and exploration pacing.
Alterborn's encounters was a hybrid of melee and ranged combat so the environment and enemy placement had to utilize both of the approaches. We wanted to take Remnant: From the Ashes and improve the formula when it came to creating levels.
My role involved resolving complex design bottlenecks—from spatial flow to item distribution
Many mechanics needed overhauling and re-balancing enemy types to achieve a precise, challenging player experience
I restructured the environmental flow using interconnected pathing, prioritizing the placement of backtracking, shortcuts and environmental breadcrumbs to anchor the player’s mental map.
I engineered combat spaces designed for hybrid engagement styles. I moved away from flat 'arenas' in favor of multi-level sightlines that empower ranged play while providing melee players with flanking routes and 'gap-closing' opportunities.
By carefully managing the distance between safe zones and high-density combat areas, I established a rhythmic pacing that balanced the anxiety of exploration with the satisfaction of uncovering a cohesive world.

