Multiplayer level designer with shipped titles across competitive genres. I design spaces that feel intuitive to navigate, reward player skill, and hold up under scrutiny — from first-time players to tournament-level competition.
I'm a level designer with a focus on multiplayer spaces — environments built for player expression, readable decision-making, and competitive depth. My shipped work spans tactical shooters and arena FPS, but my approach to space, flow, and player psychology applies across genres.
At The GD Studio, I designed competitive maps for Diabotical, including duel, TDM, and deathmatch layouts. At Mountaintop Studios, I contributed maps for Spectre: Divide from launch through Season 1 — designing spaces built around the game's unique Duality mechanic and iterating based on competitive playtest feedback.
I care about how players read a space on first entry, how that understanding deepens over time, and how design shapes behavior without ever telling the player what to do. The best maps don't announce themselves — they just make players feel like they know exactly what they're doing.