Vast cinematic open-world landscape at golden hour with winding mountain roads leading to a distant city
Principal Level Designer · Est. 2010

Building living worlds
at scale.

Principal Level Designer with 15+ years crafting large-scale environments, spatial systems, and player-driven worlds across AAA productions.

Shipped
6 Titles
Disciplines
Open World · Systems
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01 / Case StudyIberia — Open World Simulation

A continent rendered as a single, readable system.

Lead Level Designer on a 70 km² Iberian-inspired open world — orchestrating the spatial language across two principal cities, four biomes, and a road network that had to remain legible from above and meaningful at street level.

  • Road system architecture & navigation readability
  • Cross-biome blockout and macro composition
  • Production-aware iteration with engineering & art
  • Tooling alignment for a 120-person world team
  • Scalable spatial systems & POI density curves
2
Major Cities
70
km² Playable Area
4 yrs
Production Cycle
Multi-biome
World System
120+
Cross-team Collab
Aerial view of an Iberian open-world city at dusk with a river and road network
Project: Iberia · Open-world sandbox01 / 06
Road systems
Road systems
Mountain ranges
Mountain ranges
Urban centers
Urban centers
Rural landscapes
Rural landscapes
Top-down layout
Top-down layout
02 / PortfolioSelected Worlds

Worlds I've helped build.

A selection of shipped titles spanning narrative RPGs, third-person shooters and immersive simulations — each demanding a different spatial vocabulary.

The Thaumaturge
Narrative RPG · 2024
01 — Shipped

The Thaumaturge

Hand-crafted occult Warsaw — atmospheric level architecture and investigation flow design across a dense, vertically layered city.

Request case study
Outriders
Sci-fi Shooter · 2021
02 — Shipped

Outriders

Combat arena composition and traversal pacing for alien biomes — sightline scripting, encounter readability, and squad-scale spatial logic.

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Taxi Life
Simulation · 2024
03 — Shipped

Taxi Life

City-scale driving simulation: traffic topology, district legibility, and pedestrian density curves tuned for atmospheric immersion.

Request case study
03 / ApproachHow I Work

Systems thinking, applied to space.

01Principle

Spatial Logic

Levels read as systems before they read as scenes. Macro composition, sightlines and circulation negotiated at blockout, not after.

02Principle

Production Awareness

Design that respects engine constraints, streaming budgets, and the realities of cross-discipline pipelines. Beautiful when built — not just on paper.

03Principle

Team Alignment

Translating direction into shared spatial vocabulary across art, narrative, and engineering. Documentation that actually gets read.

04Principle

Living Worlds

Designing for emergence: density curves, traversal cadence, and the small rituals that turn geometry into a place worth inhabiting.

04 / Trusted byStudios & Collaborators
SABER INTERACTIVE
PEOPLE CAN FLY
FOOL'S THEORY
NACON STUDIO
11 BIT STUDIOS
CD PROJEKT RED
— Let's collaborate —

Let's build something
unforgettable.

Currently considering principal & lead world-design engagements for late 2026 and beyond. Long-arc productions and consultations equally welcome.