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Portfolio

First published 1 August 2026 · Updated 27 September 2026

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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.

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Level Design

Off the GridLevel Designer2023 to 2025 · PC, PS5, Xbox Series X|S1 August 2026Open-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 RoyaleOpen WorldThread the NeedleMission & Level Designer2022 · PC1 August 2026The 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 3HaloNarrative DesignShipping HubLevel Designer2023 · PC1 August 2026A 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 Designer2022 to 2023 · PC1 August 2026Level, 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 DesignSci-fi CityLevel Designer2022 · PC1 August 2026A large-scale sci-fi city for the 86th's Arma 3 Halo campaign, with modular mega-walls, three themed districts, and a space-elevator visual anchor. Playtested at 4.7/5.FPSPVEArma 3HaloNarrative DesignProject ShipyardLevel Designer2026 · PC1 August 2026Adapting Halo CE's Pillar of Autumn for Arma Reforger and high player counts: level analysis, a modular prefab kit, and a full recreation.FPSPVEPVPArma ReforgerBlenderHalo

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