Portfolio

Level Designer Profile

I design narrative-aware dungeons, towns, and overworld spaces where navigation, combat, and puzzles support each other. My focus is on clear spatial logic, readable encounters, and environments that quietly teach players how to move and think.

What I bring:

Tools & tech:


Featured Projects

Amber Island Screenshot 2
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Amber Island

Full expansion mod for Might & Magic VII: For Blood and Honor

Amber Island is a full expansion for Might & Magic VII: For Blood and Honor, featuring a standalone campaign with new story content, quests, dungeons, and locations. The project includes several custom features and has surpassed 10,000+ downloads.

Every dungeon was deliberately built to exceed the complexity of the original game. Players consistently praised the level quality, noting that the design feels thoughtful and created with genuine passion. Each area was carefully shaped to make exploration exciting and rewarding.

My contributions & design focus:

  • Built large multi-path dungeons that offer players freedom in how they progress.
  • Placed meaningful points of interest that reward exploration and curiosity.
  • Applied principles of player psychology and perspective to subtly guide navigation.
  • Worked within the limitations of a legacy engine, optimizing geometry and asset use.
  • Balanced difficulty to match the campaign’s intended progression and pacing.

Links:

Smintheus Screenshot 2
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Smintheus Screenshot 4
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Smintheus

Solo-developed action-adventure puzzle game (commercial release on Steam)

Smintheus is a solo-developed action-adventure puzzle game where players craft and combine gadgets to overcome obstacles while being hunted by an immortal creature. It was released commercially on Steam.

Level design is central to the gameplay: every area is built as both a challenge and the solution, requiring the player to understand and manipulate the environment. I focused heavily on handcrafted spaces with clear logic, natural communication, and believable structure.

Level design highlights:

  • Designed “silent tutorials,” using level layout to teach mechanics without text.
  • Built environments that resemble real locations rather than abstract “gamey” arenas.
  • Blended multiple puzzle styles (e.g., Sokoban-like movement, “Incredible Machine”-style contraptions).
  • Used enemy types as puzzle mechanics, where defeating or avoiding them is part of the solution.
  • Wrote story elements, dialogues, and lore to make exploration more engaging.
  • Carefully balanced levels, optimizing routes and possible solutions for fairness and clarity.

Links:

Wardens of Chaos Screenshot 2
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Wardens of Chaos

Party-based RPG by Tape Drive Games · Unreal Engine developer & level designer

Wardens of Chaos, by Tape Drive Games, is a party-based RPG inspired by the classic Might & Magic VI–VIII series. I contributed as both a level designer and Unreal Engine developer.

Role & contributions:

  • Designed several exploration-focused levels with memorable points of interest.
  • Created the starting town from the ground up, expanding it collaboratively with the team.
  • Participated in game design planning and discussions throughout development.

Links:


Other Projects & Foundations

My journey in game development began in childhood and continued through my teen years. I experimented with many tools, gradually shifting from simple editors to full game creation.

Level editors & modding

Early work in custom campaigns and maps

I’ve used various game editors to create custom levels:

  • Hammer Editor – my first attempt as a level designer. Crafted several deathmatch levels for Half-Life as well as a small single-player mod.
  • Warcraft III World Editor – spent years creating various levels and publishing some of them on community websites (now offline). These were my first attempts at scripting for levels.
  • Heroes of Might & Magic III Map Editor – designed multiple custom campaigns.

Game Maker Era

Small games focused on structure, feedback, and experimentation

I also spent a lot of time with Game Maker 5–8 and managed to publish several small games on the now-defunct site caiman.us:

  • Redwall Adventures – a platformer inspired by Brian Jacques’ Redwall novels.
  • Lizardia – a platformer shooter game.
  • RHA – a top-down hybrid shooter with RPG and RTS elements.
  • Contraband: Packing Time – a top-down space simulator where you play as a space smuggler.