Senior Level Designer II
On Dune: Awakening, I served as a Senior Level Designer, substantially contributing to the overall level and encounter design throughout the game. I was primarily involved in the design of the deep cave systems, Journey levels, open world, and level optimization.
Primary Resposibilities
- Develop game levels, encounters, and challenges in Unreal Engine 5 and Blender.
- Design the metrics and gameplay for the deep cave system.
- Design and build multiple open-world encounters, including wrecked ships and NPC bases.
- Layout multiple Journey levels, including The Wreck of the Hephaestus, The Lab Under Old Carthag, The Paranoid, The Glutton, and The Jackal.
- Develop a prototype of the trap system using blueprint scripting.
- Level construction with custom and modular sets.
Open World
On Dune: Awakening, I worked on many aspects of the game throughout Arrakis, including:
- Hagga Basin layout, adjusting island content, adding location tags, and working with the landscape.
- Combat encounters, loot, and resource balance.
- Level setup, LOD generation, audio volumes, and optimization.


Deep Caves
On many islands, deep caves can be discovered. These island caves differ from the small island caves and enormous caverns found in some habitats.
On Dune, I developed the method and metrics for building these deep caves. Each cave presents its own challenge and rewards, including traps, hazards, and ultra-rare loot. My work included:
- Establishing the construction method and key metrics for the deep caves.
- Iterating on gameplay, including proposing and developing the trap system found throughout Arrakis.
- Working with the art, lighting, and VFX team to establish the look and feel for the caves.
- Placing, configuring, and optimizing caves throughout Arrakis.
Journey Levels
I was responsible for developing the gray levels and iterations on:
- The Paranoid
- The Jackal
- The Glutton
I also developed the gray levels for:
- The Wreck of the Hephaestus
- The Lab Under Old Carthag
For all of these levels, I was responsible for developing the gray levels and prototyping gameplay. For the first three, I also carried each through several development iterations, working closely with the environment artists to finalize the layouts.
This included:
- Set up the levels in the world.
- All related volumes for audio, environments, checkpoints, and combat.
- Combat design and NPC setup.
- NPC dialog setup in The Jackal.
- Coordinate with concept artists and environment artists on the visual design.
- Working with technical designers on systems as well as narrative designers.


Wrecked Ships, NPC Bases, Vertical Challenges
In several NPC bases and Wrecked Ships, I adjusted the combat balance, loot, and designed several layouts and encounters.
