Below is a highlight of my work — far from all of it. Prior to my Off the Grid (battle royale) work I designed a year’s worth of Arma 3 missions/levels for a weekly playgroup averaging 20 concurrent players. I also have experience with Blender, Unity, UE5 and Bohemia’s Enfusion engine — and I’ve built my own level editor and designer tools in C++ and UE4.

Level Design

Far IsleEnvironment DesignerExploratory environment work for an alien world — flora concept art, a human settlement around an alien crater, and a modular road kit.EnvironmentSci-fiUE5BlenderOff the GridLevel DesignerOpen-world level design for Off the Grid — Gunzilla’s third-person cyberpunk battle royale. Stork City, Little-Kyiv, Saltie and Midtown, plus landmark kits and gameplay ingredients.TPSPVEPVPUE5Battle RoyaleProject ShipyardLevel DesignerA fully modular re-imagining of Halo CE’s Pillar of Autumn for Arma Reforger — level-flow analysis, a modular prefab kit, a prototype multiplayer map, and a full recreation.FPSPVEPVPArma ReforgerBlenderHaloSci-fi CityLevel DesignerA large-scale sci-fi city for the 86th’s Arma 3 Halo campaign — modular mega-walls, three themed districts, and a space-elevator visual anchor. Playtested at 4.7/5.FPSPVEArma 3HaloShipping HubLevel DesignerA cyberpunk dockyard 8v8 deathmatch map built to a 3-day employer brief in UE5 — overhead cranes, hexagonal container traversal, three elevation levels and interactive set-pieces.TPSPVPUE5The 86th ArchivesMission & Level DesignerLevel, mission and narrative design for the 86th STB — an Arma 3 Halo playgroup. A year of weekly sessions across three original campaigns, with text/audio logs and scripted events.FPSPVEArma 3HaloNarrative DesignThread the NeedleMission & Level DesignerThe explosive drop-pod opener to the 86th’s third Arma 3 Halo campaign — a kitbashed shipyard and oil facility on planet Harvest, with a custom cinematic spaceship battle. Playtested at 4.7/5.FPSTPSPVEArma 3Halo

Programming / Scripting

Miscellaneous