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.
Off 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.
Project 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.
Sci-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.
Shipping 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.
The 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.
Thread 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.

