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Hello!

I'm a designer with a strong focus on creating riveting environments and crafting compelling narratives.     I have one philosophy I stick to when working on a game: to create an experience that will resonate with people on both an emotional and visual level. I always make the effort to create immersive experiences, and I'm passionate about finding new ways of pushing the boundaries of what's possible in game design.

Showreel

Previous Work

Greene Carnival

Unity Logo

Game/Level Designer | VFX

(PC | Mac)
Game/Level Designer

- Designed and blocked the level to support a looping gameplay vision while creating templates to guide the 3D modeling team.
- Integrated assets from the art and modeling team by, adjusting color palettes, developing level templates, and creating mood boards to support our art director in creating a cohesive environment.
- Collaborated with our lead producer to design and execute tests for player interaction in order to optimize level traversal based on findings through A/B testing.
- Utilized Unity Bolt to script an interactive environment, enhancing the level with a dynamic and immersive experience.
- Produced documentation detailing level design workflow and traversal guides for other level designers in the team.

VFX

- Applied baked lighting with global illumination and volumetric effects to enhance environmental immersion.
- Added a custom water shader to make the environment visually appealing.

Greene Carnival Logo
title_background.jpg

Thrown Into Chaos

UE4 Logo

Project Lead | Level Designer

(PC)
Project Lead

- Managed and delegated tasks to a team of six by creating detailed timelines to meet individual deadlines.

- Presented the final build of the game to a board of 100, demonstrating functionality and  development process.
- Onboared teammates into utilizing unreal engine for the first time while sharing personal insights on optimizing workflow.

- Programmed and designed the UI/UX for menus and item pickups.

Level Designer

- Developed levels in an isometric perspective with a 2.5D art style to achieve a retro aesthetic.
- Coordinated with the art team to plan and create set dressing elements, ensuring continuity across levels.

- Programmed and designed the UI/UX for menus and item pickups.
- Tailored the player pawn for the isometric perspective, integrating QoL features such as an enemy lock-on along with an animation blend system for smoother movement and visual feedback.

Thrown Into Chaos Logo

Current Work

isofree.png

Isofree

UE4 Logo

Self Publishing

(TBD)
Designer of Everything

- This is currently a W.I.P game. All assets seen in the Itch build above are from the Unreal Engine marketplace as placeholders, but have been modified to fit the art style I'm aiming for. 

Blog

Image of Mackeen

I occasionally post on Medium!
Most of the topics I discuss relate to game engines and level design.

Last Updated: 11/15/2024

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