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Portfolio
Welcome to my portfolio. Here you’ll find a selection of my work. Explore my projects to learn more about what I do.


Fruteira CS2 Level
Fruteira is a tiny map, the maps allows for sneaky playstyles, Guns blasting rush mentality, Hyper Quick Rounds, The map is perfect for 1v1 , 2v2, maximum 3v3
The Map consists of a two floored house with a backyard turned A site, 2nd floor bedroom with a balcony to 360 from. Front exit to pharmacy and Roman statue that paths to A,
The Map is a work In progress
The Map consists of a two floored house with a backyard turned A site, 2nd floor bedroom with a balcony to 360 from. Front exit to pharmacy and Roman statue that paths to A,
The Map is a work In progress


Cyberpunk 2024
Cyberpunk 2024 is a project that showcases a exciting cyberpunk level design, with action taking place high up along skyscrapers and rooftops. In the game, players will navigate as a mercenary trying to deliver a valuable asset while encountering resistance from cyber security.
Responsibility Level Designer and Gameplay Designer
Duration : 3 Weeks
Unreal engine
Responsibility Level Designer and Gameplay Designer
Duration : 3 Weeks
Unreal engine


Presidential Plane Custom Map
This is a custom map remake of Rainbow Six Siege's iconic Presidential Plane map, I remade the map with source engine 2, I wished to recreate the maps tension and tactical gameplay to the Source engine
Project Duration 1 Week
Project Duration 1 Week


Fallout 4 Mod
Step into New Atomic Hotels, a custom made level designed to showcase atmospheric storytelling and combat encounter design.
Setting: A decrepit pre-war hotel with
Dark, ominous lobby with crumbling architecture.
Stairways connecting the floors.
A destroyed apartment, rich with environmental storytelling.
Features: Detailed set dressing with furniture and static objects to create a lived-in, immersive atmosphere.Strategic lighting to enhance mood and player tension.
Gameplay: Dynamic encounters with lurking enemies: feral ghouls and raiders.
This level is made in Fallout 4's Creation Kit, blending design, atmosphere, and engaging gameplay into a cohesive experience.
Setting: A decrepit pre-war hotel with
Dark, ominous lobby with crumbling architecture.
Stairways connecting the floors.
A destroyed apartment, rich with environmental storytelling.
Features: Detailed set dressing with furniture and static objects to create a lived-in, immersive atmosphere.Strategic lighting to enhance mood and player tension.
Gameplay: Dynamic encounters with lurking enemies: feral ghouls and raiders.
This level is made in Fallout 4's Creation Kit, blending design, atmosphere, and engaging gameplay into a cohesive experience.


Doom Eternal Custom Map
This is a Custom Map made for Doom Eternal with iD tech 7 Working with id launcher and engine to mod doom eternal, Currently WIP


Cold Silence - Degree Project
This project is a level design blockout with narrtive and gameplay elements, it explores level concepts of liner narrative progression with open exploration,
It's heavly inspired from The Thing series,
Project Duration 8 Weeks,
Responasbilities Level Design, Narrtive and Gameplay,
It's heavly inspired from The Thing series,
Project Duration 8 Weeks,
Responasbilities Level Design, Narrtive and Gameplay,


GP3 Untitled Skeleton Game
Untitled Skeleton Game, is a comedic skeleton game where a skeleton runs through a hospital collecting organs and unlocking new mechanics and using those to solve puzzles.
Team size : 13
Duration : 7 weeks
Unreal engine
Team size : 13
Duration : 7 weeks
Unreal engine


Isometric Blockout
This is a Isometric Level blockout of a harbour town, in this level i wanted to improve my isometric level design skill and explore a creating levels for differnt perspectives


Divinity Orignial Sin 2 Mod Custom Map
This is a Divinity Original Sin 2 Level for Game Master Mode, It was made with the Divinity Engine 2 using the level editor.
Project Duration :1 - week Part time
Project Duration :1 - week Part time


Lighthouse Level
This lighthouse level blockout takes place on an isolated archipelago, where the player explores clusters of small rocky islands leading to a deserted lighthouse. The player navigates through the eerie, fog-covered terrain, using a flashlight to reveal hidden paths and explore the abandoned lighthouse interior.
The focus was on creating the layout and flow of the environment, ensuring intuitive exploration. Additionally, I crafted cinematic scenes and sequences to heighten the tension and atmosphere, guiding the player's experience as they uncover the mysteries surrounding the lighthouse.
Project Duration ; 1 Week
The focus was on creating the layout and flow of the environment, ensuring intuitive exploration. Additionally, I crafted cinematic scenes and sequences to heighten the tension and atmosphere, guiding the player's experience as they uncover the mysteries surrounding the lighthouse.
Project Duration ; 1 Week


VR Interactive Story
a VR Interactive Immersive Experience made in unreal engine with metahumans, This VR experience is a part of my production course at Immersive experience at Futuregames VR/AR , This experience is a cinematic experience where the player watch the experience outfolds in from of them in VR, the player can control the flow of the experience with a Pause and Play mechanics.
Responsibility Technical Design & Level Design & Cinematic Design
Duration 2 Weeks
Unreal Engine
Solo project
Responsibility Technical Design & Level Design & Cinematic Design
Duration 2 Weeks
Unreal Engine
Solo project


GP4 Caves, Shrooms & Crystals
In Caves, Shrooms & Crystals you play as a skeleton looking to eradicate the mushroom infestation that has taken over the crystal caves in a mix of gun play and platforming. Find chests to get powerful items or buy them directly from the store that is at the end of every level to help you get further to the deepest parts of the caves.
Caves, Shrooms & Crystals is a GP4 project at Futuregames, with the theme *ecosystems*.
I was responsible for Tutorial Level and Level 1
Caves, Shrooms & Crystals is a GP4 project at Futuregames, with the theme *ecosystems*.
I was responsible for Tutorial Level and Level 1


GP2 Mirage Rush
Mirage Rush, an extreme sports third-person mobile game that thrusts players into the thrilling world of sandboarding. Set in diverse desert landscapes, players race against each other and the clock, pushing the limits of speed and skill.
Responsibility Product Owner & Level Designer and Gameplay Designer
Project Duration : 4 Weeks
Team size : 17
Unity
Responsibility Product Owner & Level Designer and Gameplay Designer
Project Duration : 4 Weeks
Team size : 17
Unity


GP1 JIM N JAM
A sewer platformer , Jim N’ Jam is a third person 3D narrative-based platformer by students at Futuregames in their first game project. It is targeted towards enjoyed by anyone who likes platformers
Project Duration : 3 Weeks
Team size : 13
Unity
Project Duration : 3 Weeks
Team size : 13
Unity
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