Game Designer | Level Design • Technical Design
I design gameplay spaces and implement interactive systems in Unreal Engine and Unity.
My work combines exploration, encounter pacing, and player progression with hands-on implementation using Blueprints and C#.
Echoes Of Elysium
Studio: Loric Games
Role: Game Designer
Engine: Unity
Focus: Level Design • Procedural Generation • Gameplay Implementation
I designed a narrative-driven dungeon and implemented procedural island-generation systems in Unity. My work focused on exploration, environmental storytelling, player navigation, and progression.

Dungeon Design & Environmental Storytelling
Design goal:
Guide players through the dungeon while allowing them to uncover its story through exploration.
My contributions:
• Designed the dungeon layout around player progression, navigation, and pacing.
• Placed fallen enemies and narrative clues to suggest earlier events within the environment.
• Positioned loot to reward exploration and support progression.
• Integrated notes and hints to communicate direction through the game world.
• Iterated on the layout and gameplay flow to improve clarity.

Procedural Island Generation & Gameplay Variation
Design goal:
Create varied destinations with different exploration opportunities and combat challenges.
My contributions:
• Designed and implemented procedural island clusters with varied sizes, layouts, and enemy compositions.
• Used JSON configuration to control world generation, enemy placement, and content tuning.
• Designed gameplay variation across islands to support exploration and progression.
• Balanced island difficulty and content.
• Refined world layout and traversal to improve navigation and communicate a sense of scale.