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Senior Level Designer

7+ years of professional experience in Level Design. Specialized in massive PvP spatial balancing, systemic open-world standards, and technical iteration workflows.

Heilung Fjord Cover
SHIPPED / MASSIVE PVP

Conqueror's Blade

Designed and iterated 15v15 siege maps with a focus on asymmetric spatial balance and route congestion control.

Level Designer
Medieval Siege Online PvP
Best Map: Heilung Fjord
Lua / Chaos Engine


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🔒 NDA RESTRICTED
TECHNICAL LD / STANDARDS

Anonymized Unity Project

Establishing production-ready white papers and encounter standards for an expansive Action RPG region.

Workflow Pipeline / Encounter & LD
Unity / C#
White Paper & Gameplay Prototypes
Password Access Only


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Water Ruins Overview
PERSONAL PORTFOLIO

Personal UE Linear Projects

Condensed, high-intensity linear level experiences focused on environmental storytelling and 3C pacing validation.

Unreal Engine 5
Blueprint & GAS
10 - 20 Mins Playtime
Linear Pacing & 3C & Guidance


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Heilung Fjord Map Design

The primary design goal was to ensure that combat remains uncertain until the final moments.

To achieve this, the level intentionally adopts a layered, progressive terrain and environment structure, reducing reliance on static wall defenses while increasing the complexity of urban and street-level combat.

This allows both attackers and defenders to engage in dynamic counterplay, employing a variety of tactics and strategies to contest key objectives, ultimately delivering a strong and engaging gameplay experience.

Across multiple seasons, the map maintained a long-term win-rate balance within a 46–54% range, and became one of the most popular maps in competitive league play.

Tactical Overview Tactic Breakdown
// Strategic routing and objective hierarchy for Heilung Fjord.

Whitebox Tactics Iteration

Demonstrating how spatial constraints shape combat encounters. Focus on multi-route pressure and line-of-sight management for large-scale unit battles.

Whitebox Layout Whitebox Detail 1 Whitebox Detail 2
// Evolution of spatial logic and route congestion from early blockout.

Gameplay Showcase

Footage sourced from web for design demonstration purposes only.

Heilung Fjord Final Delivery

Final Shipped Level Closeup Detail
// Final environment preserving spatial logic while improving visual readability.
FOR MORE DETAILED BREAKDOWNS OR TO REQUEST A FULL PORTFOLIO PDF, PLEASE CONTACT ME VIA E-MAIL.

Standardization & White Paper

Authored the "Level Environment White Paper" to bridge design intent and technical execution. Focused on 3C Data Management and Environment Standardization.

The following data has been anonymized and desensitized for demonstration purposes, and is included to showcase design and development methodology rather than for practical use.

Movement Speed Walk: 1.5–2.5 m/s
Jog: 4.5–5.5 m/s
Sprint: 5–7 m/s
Vertical Traversal Step Height: ≤ 0.35 m
Assisted Step Range: 0.35–0.65 m (requires traversal logic)
Max Drop Height: 1.1 m
Jump & Air Control Horizontal Jump Distance: ~4 m
Falling Acceleration: 20 m/s²
Swimming Movement Swim Speed: < 2 m/s
Sprint Swim Speed: < 4 m/s

Metrics defined by level design to align 3C behavior, traversal logic, and encounter pacing.

L6_Metrics
0°–30° Fully traversable terrain. No movement or combat restrictions.
30°–40° Traversable with reduced stability. Combat remains viable.
40°–50° Limited traversal. Intended for controlled pathing or obstacle edges.
50°–70° Avoid Making
70°–90° Anonymized sensitive information
Agent Category Standard NPC
Agent Radius 0.4 m
Agent Height 2.1 m
Step Height 0.35 m
Max Walkable Slope 40°
Agent Category Standard NPC
Agent Radius 0.4 m
Agent Height 2.1 m
Step Height 0.35 m
Max Walkable Slope 40°

World-Scale Layout & Routing

Managed large-scale whitebox planning for regions from 1km² to 4.1km². Focused on content hierarchy (Primary/Secondary/Tertiary POIs) and exploration flow.

L6_02 L6_03 L6_04 L6_05
  • POI hierarchy control for player guidance strength.
  • Multi-layered routing for both Golden Path and hidden exploration.
  • Technical whiteboxing for cross-departmental alignment.

Production Tools & Workflow

Collaborated with the engine team to eliminate iteration bottlenecks through custom toolsets.

L6_Tool_01 L6_Tool_02 L6_Tool_03
  • TPS Camera Tool: One-click launch from Editor to Player POV (< 1s), eliminating multi-minute boot times.
  • Level Slot System: Modular structures to support scalable Action RPG world production.
TECHNICAL DOCUMENTATION IS RESTRICTED. PLEASE CONTACT ME VIA E-MAIL FOR FURTHER INFO.

Project: Water Ruins (UE5)

All projects shown below were independently developed during personal time using Unreal Engine 5. Gameplay systems were implemented exclusively with Blueprints, Blueprint Interfaces, and Gameplay Ability System (GAS), with no external plugins used.

All art assets were legally purchased from the UE5 Fab Marketplace and are used solely for personal learning, design exploration, and development practice.

Independently developed gameplay whitebox focused on high-density linear flow and verticality. Validating 3C mechanics through environmental navigation.

Water Ruins Cover Water Ruins Overview
// UE5 Whitebox gameplay sequences focusing on movement pacing and 3C flow.

Project: Tiny Island

All projects shown below were independently developed during personal time using Unreal Engine 5. Gameplay systems were implemented exclusively with Blueprints, Blueprint Interfaces, and Gameplay Ability System (GAS), with no external plugins used.

All art assets were legally purchased from the UE5 Fab Marketplace and are used solely for personal learning, design exploration, and development practice.

Exploring micro-scale encounter design and environmental storytelling within a compact linear space. High-intensity pacing in a 5-8 minute vertical slice.

Tiny Island Cover Tiny Island Detail
PLAYABLE BUILDS AVAILABLE UPON REQUEST VIA E-MAIL.