G. Falcon
Level Designer
Skills
- Level Design
- Game Design
- Puzzle Design
- Greyboxing/Blockouts
- Playtesting & Iteration
- Environmental Storytelling
- Narrative Integration
- Documentation & Handoff
Tools
- Unity3D
- Unreal Engine
- Maya
- Blender
- Affinity Designer
- Jira
- C#
- Visual Scripting
Experience
Unannounced Project | Ronimo Games
Level Design Intern
February 2023 – June 2023 | The Netherlands
- Prototyped, designed, and implemented 2D dungeon and puzzle-style levels, focusing on gameplay flow, pacing, and player challenge.
- Created encounter spaces that combined environmental challenges and combat objectives, rewarding players for completion.
- Balanced level difficulty to ensure fair but engaging experiences across multiple playthroughs.
- Contributed to playtests, gathering and applying feedback to improve level design and overall player experience.
- Collaborated with developers by testing an in-house level design tool, providing feedback to improve usability and workflow.
Projects
Level Designer
June 2025 – August 2025
- Designed a multi-beat level progression through blockouts and iteration, balancing exploration, encounters, puzzle spaces, and narrative beats.
- Integrated narrative through environmental storytelling, narrative cues, and player-NPC interactions, supporting player discovery without direct exposition.
- Created encounter spaces by shaping layouts and placing enemies to guide pacing and challenge.
- Implemented scripted events, patrols, interactive elements, and cutscenes using Unreal Engine Blueprints, enhancing level flow and narrative presentation.
- Playtested and iterated across multiple sessions, refining navigation clarity, encounter pacing, and narrative integration.
- Prepared handoff documentation for narrative designers and collaborated with environment artists to support cross-discipline integration.
Level Designer
September 2024 (Made in 1 week)
- Designed a seven-zone adventure map, including tutorial, overworld quest chain, and a final puzzle area.
- Structured quest flow and gating with item-based progression (bridge lowering, multi-step fetch chain, final volcano puzzle).
- Placed quest items, NPCs, and puzzle hints to guide exploration and reinforce narrative context.
- Added optional side objectives (rescuing frogs) to encourage exploration and replay value.
- Collaborated with an artist to align level readability and narrative elements with visual presentation.
Other Experience
- Participated in 5 game jams (48h–1 week), contributing to rapid prototyping, puzzle/quest design, and collaboration.
Education & Certifications
Game Design Skills
Level Design Bootcamp
September 2025
Saxion University of Applied Sciences
BSc Creative Media & Game Technologies (Game Design)
September 2018 – June 2024
The Netherlands