01
Dune: Awakening
Lead Level Designer
Led YAGER's level design team for the modular crashed ships, working with designers and Funcom directors to establish how the modular system should work from a level-design perspective.
View Project →Lead Level Designer with 10+ years crafting worlds for Star Citizen, Dune: Awakening, and Exoborne. I specialize in co-development, modular level systems, and guiding teams to deliver polished, scalable content on time.
Available for work.
Services
I partner with studios to solve production bottlenecks and deliver hands-on level design, from early prototypes to final polish.
I design reusable level assets and scalable systems that empower art and design teams, speeding up production without compromising quality.
Need to grow your level design team? I provide mentorship, establish workflows, and train designers to reach their full potential.
Available for talks or workshops on co-development workflows, modular systems, and level design leadership—sharing lessons learned from AAA projects and high-pressure co-dev environments.
Selected Work
01
Lead Level Designer
Led YAGER's level design team for the modular crashed ships, working with designers and Funcom directors to establish how the modular system should work from a level-design perspective.
View Project →
02
Lead Level Designer
Led the Agnesville level from early concept through to a release-ready state, working across design, production, and co-development to bring the environment together.
View Project →
03
Level Designer
Designed environments including Area 18 and Orison, as well as modular planetary systems used to build large-scale environments efficiently.
View Project →Trusted by AAA studios and co-development partners to deliver high-quality levels efficiently, on time, and at scale.
Get in touch →