I create richly interactive, project-relevant 3D spaces. They include interactive gameplay mechanics, multimedia effects and sequenced events and are optimized for flawless performance on target hardware. When designing I consider the user experience, production goals and accomodate for other dicipline’s workflows.
BY PROJECT
[2026] Sacrisigil | Game
Stasis level

Facility level

City level

Future level concept

Focus areas
- Design (R+D, layout, playtesting, iteration, optimisation)
- Modular level design system (Selection widgets, auto instancing, layout scripts, procedural detaill)
- Interaction programming (triggers, battle sequences, tutorials, environmental effects, level scripts)
- Support for game systems (AI navigation, player controller, sequenced battles)
[2025] Angel Cleaver | Game
Level 1 topographic

Level 2 topographic

Level clipping

Menu level

Focus areas
- Design for a 3rd person perspective
- Plans for art passes
- Clean player collisions
- Sequenced battle support
- AI navigation support
- Lighting
- Layouts for tutorials
Credits
Nyx Cydot | Design
Connor Mackenzie | Design
Bradley Keddie | Programming
Sergio Warda | Character Art
Bailey Annetts | Level Art
Lucas Velasquez | Animation and VFX
[2024] Orbit | Game
Trailer
Ship layout

Interiors



Focus areas
- Memorable, navigable spaces
- Support for puzzles and animated props
- Lighting
Credits
Nyx Cydot | Design
Connor Mackenzie | Design
Bradley Keddie | Programming
Oscar Schwerin | Hero props
Bailey Annetts | Level Art
Lucas Velasquez | Props
[2023] ЖArc Labs | Level Prototype
Trailer
Level design
Vectors to interactables


Environmental storytelling

Focus areas
- Designing for strict gameplay requirements
- Unique plant-based puzzle mechanics
- Storytelling scenes
- Direction of player vision
[2022] IISkyber | Counter-Strike: Global Offensive Level
Gameplay demo
Main site

Rotate path A

Other areas






Focus areas
- Design (blockout, playtesting, polish, player clipping)
- interactions (buttons, destructibles, level physics, animations, audio and gameplay volumes)
- Baked systems (AI navigation, visibility, lighting)
- Art (set dressing, particles)
Future goals in level design
In the future, I aim to
- Develop more level design workflows in Unity
- Expand to producing architectural visualizations in game engines
- Develop layouts for unique player controllers like cars and aircraft