MindsEye | Hitman: Arcadia | Everywhere
I worked as a Level Designer at Build a Rocket Boy, contributing to large scale content across Everywhere, MindsEye, Hitman: Arcadia, and the Freeroam expansion.
My work focused on encounter pacing, traversal flow, and tool driven systemic gameplay, with an emphasis on building spaces that support multiple player approaches rather than prescribing a single solution. I took ownership of full level design pipelines, from early blockout and structural iteration through to polish, working closely with directors, systems designers, and gameplay programmers to ensure both technical stability and a cohesive player experience.
A key part of my role involved designing stealth and combat spaces that balanced narrative beats with gameplay rhythm, allowing emotional moments to land without undermining mechanical depth. I regularly integrated modular tools and mechanics into my level design process, aligning systemic interactions with player agency goals and encouraging creativity and replay ability. Throughout development I participated in frequent playtests, iterating based on feedback, performance considerations, and changing creative direction, while collaborating cross discipline with art, tech design, audio, and narrative to ensure each level delivered on visual clarity, tonal intent, and the directors’ vision.