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Friendly Level Designer with extensive experience creating MP and SP levels. Experienced in collaborating with multi-disciplinary teams to bring maps from paper to release. Comfortable with using various tools and scripting, such as Unity & Unreal. Passion for Architectural Psychology. Dry sense of humor.





  • Supported the release of new Onward MP and SP maps from concept to completion in a shifting priority environment. Onward is a bestselling shooter on Meta Quest.

  • Designed 3 hours' worth of campaign levels in 4 months for Riverbond by Cococucumber. Out on Xbox One, PS4, Switch, and Steam in 2019.

  • Selected as a finalist for Ubisoft NEXT twice in the level design category. Created FPS and third-person levels that successfully allowed the player to approach using any playstyle based on Ubisoft’s ’360’ approach to level design. Created scripted cinematic sequences and puzzles using Unreal 4 and Blueprint. 

  • Showcased games at Toronto Comic Art Festivals in 2016 & 2017 that were popular with families.




  • Creating immersive narrative missions for multiplayer and single-player experiences.

  • Experience designing for realistic and fantasy settings.

  • Collaborative mindset with other departments (Art, programming, etc.)

  • Great sense for architecture and composition of space.

  • Experience prototyping maps/features and getting stakeholder buy-in.

  • Ability to digest feedback from varied sources and quickly iterate.

  • Take maps from sketches to release, like lighting & physics optimizations.

  • Strong sense for consistency with vision and pillars.




Relevant Experience

Mid-Senior Level Designer (IC5, Full Time Employee)

Jan 2021 – April 2023

Onward – Downpour Interactive – a Meta/Oculus first-party studio


Level designer for Onward, a VR shooter that is one of the highest-played games on the Meta Quest platform.

♾️ Research locales for future game maps with a realism design focus
♾️ Blockout concept maps for future multiplayer content
♾️ Conceptualized multiple core missions for an immersive team-based single-player story
♾️ Build maps to showcase and test new mechanics with designers
♾️ Create new and maintain existing levels for mobile hardware performance
♾️ R&D diegetic mechanics with game designer and programmers
♾️ Collaborate with programmers and designers to create new tools

♾️ Supported the release of new Onward maps from concept to completion in a shifting priority environment.
♾️ Created a map that become integral to the vision of our unreleased project.

Level Designer (Contract)

Sep 2020 – Dec 2020

Dungeons of Edera – Monster Tooth


Worked on Dungeons of Edera, a rogue-lite action RPG dungeon crawler featuring procedurally generated dungeons. I worked in a self-directed environment.

💀 Created 48 modular levels for their dungeon generation system to fit 1 linear dungeon and 1 non-linear dungeon.
💀 Created a map for a major narrative-focused boss fight.
💀 Created a design language that can be replicated to speed up module production.

Level Designer (Contract)

Nov 2019 – March 2020
Hero Star – Light Beach Games

Created and maintained the metrics for an online multiplayer vehicle combat game, which
allowed the team to work more effectively within the rapidly changing game design.
Created several level design tests in Unity to explore the level design language.
Succeeded in getting team buy-in for the more structured level design process within the rapidly changing design.

Technical Level Designer (Contract)

Aug 2019 – Oct 2019

Dune Sea – Frolic Labs 


Created content at the end of the production cycle to make sure the game releases on time. Populated end-game levels. Storyboarded, and built in Unity, game cinematics for the beginning and end of the game using Timeline and Cinemachine. Designed and created vector art for Steam achievements.

Level Design, Production (College)

Sep 2017 – Apr 2018

Critterbox – Mindwax Games   


Created levels that would suit the game’s Pikmin-styled mechanics.

Coordinated a multidisciplinary team of 7 people to create a game that met our design goals for a target demographic. Administrated and planned agile sprints with the team. 


Junior Level Designer (Internship)

Jan – Apr 2017

Riverbond – Cococucumber   


Designed levels for the main campaign. Took work from concepts and paper designs all the way to digital implementation in an in-house editor. Levels became a template for new levels.

Outlined enemies, boss fights, and asset lists for the levels in docs and kept them up to date based on given specs.




Volunteer Work


Hand Eye Society Ball, Game Curious, Wordplay, etc.

2015 – 2018


Engaged visitors at booths and front desks at various events in the GTA. Helped install computer hardware at the annual Ball every year. Taught kids game making at summer camps.Volunteer


Global Game Jam 2016

 Jan 2016

Site Organizer/Logistics

Coordinated with faculty and volunteers to secure rooms, food, and refreshments for the weekend-long game jam.






Honours Bachelor of Game Design

2014 – 2018

Sheridan College, Oakville, ON   


Undergraduate Certificate: Creativity and Creative Problem Solving

2014 – 2018

Sheridan College, Oakville, ON 

Intro to French Levels A.1, A.2, & A.3 Courses

2018 – 2019

Alliance Française Toronto, Oakville, ON

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