The Wrath of Gonggong (opens in a new tab)
Explore mountain villages, create paths across water, escape an avalanche and adapt to a changing boss arena. One tool takes on different roles as the level changes the pressure around it.
I build level spaces that turn story context into player-driven decisions.
My primary focus is level design, environmental storytelling, player agency, and spatial gameplay structure. I am especially interested in action, shooter, RPG, and immersive gameplay spaces where exploration, combat pressure, and narrative context work as one system.
I approach level design as gameplay architecture: a level should not only contain gameplay, but actively shape what the player notices, chooses, risks, and remembers.
A playable RPG level built around one recurring interaction: creating ice to reshape the player's route and footing.
Explore mountain villages, create paths across water, escape an avalanche and adapt to a changing boss arena. One tool takes on different roles as the level changes the pressure around it.
Level design and gameplay implementation, supported by testing, documentation and integration in Unreal Engine.