Experience

Professional level design work across two shipped titles — arena FPS and competitive tactical shooters.

2025 —
2022
Level Designer
Mountaintop Studios

Designed and shipped competitive maps for Spectre: Divide, a 3v3 tactical shooter with a unique two-body Duality mechanic.

  • Shipped six maps across launch and Season 1: Mill, Metro, Skyway, Commons, Canal, and the Practice Range
  • Designed layouts around the Duality mechanic — Spectre placement, Fast Recall Zone positioning, and double site coverage
  • Led Canal as the flagship Season 1 map — coordinating with environment art, audio, and engineering across all phases of production to deliver the level on schedule and to spec
  • Collaborated with the game director and art team on playtests, layout reviews, and chokepoint iteration
  • Contributed to February 2025 map update improving visual clarity and chokepoint balance across all launch maps
2021 —
2020
Level Designer
The GD Studio

Built competitive arena maps for Diabotical, a free-to-play arena FPS on the studio's proprietary GLITCH Engine.

  • Designed Perilous — a duel map entered into the official competitive map pool
  • Designed Oxide — a team deathmatch map focused on team flow and coordinated engagement zones
  • Developed Simulacra — an unreleased deathmatch/duel map exploring high-verticality arena design
  • Crafted item placement, power position routing, and BSP geometry within the GLITCH Engine toolset
  • Participated in internal playtest cycles with the competitive team for balance feedback
2020 —
2018
Freelance Level Designer
Independent

Community and contract level design work across arena FPS and mod projects.

  • Developed maps for community servers and mod communities in arena FPS titles
  • Explored 3D environment design and scene composition
  • Engaged as a Twitch content creator covering competitive FPS