Led MultiVersus map design ramping up to the game's full release and through all five seasons of post release content.
Worked with Environment Art, Sound Design, Animation, Engineering, and external development teams to adapt world famous IP for PvP stages.
Also ported Beta release stages from UE4 to UE5 and updated them with new level design metrics and gameplay standards.
MultiVersus Season 5 trailer featuring several maps I shipped as dedicated Level Designer on staff at PFG.
Examples of cross-discipline collaboration with PFG Sound Design team for MVS stage hazards and mechanics I designed and implemented from prototype to shipping.
Castle "Funhouse" gameplay and examples of interactive objects and random combination system I designed along with co-designing the tile set system it uses.
Target Rush gameplay
Worked with art team to create final art assets. Shipped with several designer art elements like directional arrows, gameplay interactable like the one way walls and jump pads.
Created the mode with UE blueprints and designed mode UI
Process Example: Unused "Dynamic Weather System" prototype gameplay
Used UE Blueprints to create system and logic.
Repurposed art assets, vfx, and sfx from environment art and character kits.