Game Designer
Echoes Of Elysium
Single Player / Online Multiplayer, Survival Crafting, Indie
Game Designer, Loric Games
(March 2024 - February 2026)
This page showcases level design and world building work created for Echoes of Elysium, focusing on exploration, narrative gameplay, and player progression.
The work highlights a dungeon experience and open-world traversal, demonstrating my approach to building gameplay spaces, guiding player movement, and integrating narrative objectives directly in-engine.
Echoes of Elysium launched on January 27, 2026 and is available on Steam.

Dungeon Gameplay – Narrative & Level Design (Unity)
Designed and implemented a dungeon experience focused on exploration, environmental storytelling, and player-driven discovery.
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Built level layout guiding player progression through spatial design and pacing
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Placed environmental storytelling elements (dead enemies, narrative clues) to imply events and context
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Designed loot placement to reward exploration and reinforce player progression
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Integrated narrative notes and hints to guide players without relying on explicit direction
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Iterated on layout and gameplay flow to improve clarity and player engagement

World Exploration System – PCG & Level Design (Unity)
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Designed and implemented a procedural world system generating island clusters of varying scale, gameplay, and challenge.
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Built a PCG system spawning islands with different sizes, layouts, and enemy compositions
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Designed gameplay variation across islands to support exploration and player progression
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Implemented data-driven systems using JSON to control world generation, enemy placement, and tuning
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Balanced island difficulty and content to create varied player experiences
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Iterated on world layout and traversal to improve navigation and sense of scale














