02
01
GROUP PROJECTS


MY ROLE - Level & Gameplay Designer
SOFTWARE -Unreal Engine 5 · Project Graph · Google Docs
CLEANING HOUSE
Genre: First-Person Horror Roguelite Extraction Shooter
Apr 2026-TEAM PROJECT -16 People Team
WORK: Level Design · Gameplay & Systems Design · Blueprint Prototyping · Level Production Workflow · Environment Art & Lighting
Cleaning House is a first-person horror roguelite shooter with extraction elements, developed by a 16-person capstone team in Unreal Engine 5 and released on Steam.
I worked primarily as a Level & Gameplay Designer, contributing to the core game loop, system design, gameplay prototypes, level whiteboxing, and the production workflow that took rooms from blockout to final environment art and lighting. I also worked across engineering and art to support implementation, integration, playtesting, and iteration throughout development.

MY ROLE - Gameplay Designer, Level Designer, Game Tester
SOFTWARE -Unity(C#), Photoshop
PLAGUE
Genre: Side Scroller, Stealth, Platform
Apr 2025-TEAM PROJECT -6 People Team
WORK: Gameplay & Level Design, Prototyping, Gymnasium, Game Tester
The Plague is a side-scrolling platform stealth game, a group project demo created in Unity. I worked as the gameplay and level designer on the team, also including writing code prototypes and improving the game based on player feedback. It involves a team-based collaboration throughout the entire pipeline, from concepting and prototyping to testing, adjusting, and decorating a complete game level.
02
LEVEL DESIGN



ISLAND RAID
August 2026-Fortnite Creative Level Demo
Genre: 1–2 Player, Third-Person Shooter, PvE Raid
SOFTWARE -UEFN(Verse), Project Graph
Level Length: 30 mins
WORK: Level Design, Gameplay & Systems Design, Encounter Design, Verse Programming, Cinematics, Environment Art
I designed and built this 1–2 player PvE raid level from the ground up in UEFN, covering level layout, gameplay systems, encounter flow, and environmental presentation. Players deploy onto an island and must complete a series of objectives within a time limit, while choosing how to approach each phase—fighting on foot, using vehicles, or exploring the island to learn weapon, item, and supply locations and optimize their route.
My goal was to create a level that rewards route planning, exploration, and player choice rather than forcing a single solution. I also created the opening cinematic and used environmental art, landmark placement, visual guidance, and obstacles to strengthen navigation, pacing, and the overall sense of progression across the island.


PIVOT OF LIGHT
Nov 2025-Level & Gameplay Demo
Genre: Single Player, Third Person, Action, Adventure
SOFTWARE -Unreal Engine 5, Project Graph
Level Length: 15 mins
WORK: Blueprint Features, Gameplay & Level Design, Gymnasium
In my level and game design work, I draw directly from everyday experiences to inspire gameplay, enemy systems, and spatial design. The Pivot of Light is the project that best represents this approach. The idea originated when I was searching for a new apartment and discovered how building orientation affects sunlight. This realization formed the foundation for a mechanic where enemies slow down under light, and a mechanism that allows the player to rotate the light direction and entire game level, utilizing tools like a flashlight or camera flash to deal with enemies.


REAL LIFE LEVEL PRACTICE
Genre: Single Player, First Person, Puzzle, Exploration
Feb 2024-Level Design
SOFTWARE - Unreal Engine 5
Level Length: 5 mins
WORK: Level Whitebox, Playtest
A first-person level design study focused on spatial composition, sightlines, lighting, and player guidance.
The level deliberately limited mechanics and visual complexity to explore how space itself can guide player movement. Composition, lighting, elevation, and visual misdirection are used to establish routes, shape expectations, and reward exploration.


SWITCH TO CAR
Genre: Single Player, Third Person, Side Scroller, Puzzle, Comedy, Action
Mar 2024-Level & Gameplay Design
SOFTWARE -Unreal Engine 5
Level Length: 5 mins
WORK: Gameplay prototype, Level whitebox, Gametest
This is a small comedy side-scroller game, made with UE5 blueprints for all features. The player must build up enough speed to reach the destination. There are puzzles and obstacles along the road that require the player to clear the road by using the "switching" mechanism and interaction. This game involves practicing level design in the tutorial level, prototyping features, applying sound effects, checkpoints, and white-box design.


ROAD TRIP LEVEL
Apr 2024-Level & Gameplay Design
Genre: Single Player, First/Third Person, Driving, Puzzle, Adventure, Comedy
SOFTWARE -Unreal Engine 5
Level Length: 15 mins
WORK: Blueprint Features, Level whitebox
This level is inspired by the game The Long Drive and by many places I've been on my road trip around Utah. The idea of this level is to solve problems along the journey, discover different spots, and enjoy different views. The game involves a system that switches between first-person exploration and third-person driving. The player will be driving around the level, which was mainly blocked out using the landscape tool. That creates a significant contrast in heights and visually attractive locations.
















































