I am a Game Designer, Level Designer, and Developer. I've been making games for 7 years.My passion in games is how it can give various experiences to players, and how across multiple disciplines they come in harmony to create a interactive experience. Whether I am am designing games, level designing, or creating beautiful set dresses,
I always think - how would the player feel?
Showreel
PROFESSIONAL WORKS
DawnBreakers
Job Title
Game Designer
Level Designer
Assistant Director
Genre
Adventure
Open world
Action
Responsibilities
Core System Documentation
Puzzle Systems
Level Designs
Quest Design & Implementation
Other Professional Works
Job Title
Game Designer
Genre
VR
Minigames
Hypercasual
Responsibilities
Game Design Document Creation
In Engine Implementation
Dawnbreakers
An action open-world game with a narrative set in a Persian-inspired setting.All main game systems were brainstormed and documented by yours truly and another awesome designer. This was an ancient Persia-inspired game, and I had to go in-depth with my research for its architecture, mythology, and cultural interactions. Putting all of those in a game was quite the challenge because of its vast intertwining systems, but it was achievable.When I designed the open-world interactions, I always had to think about the main narrative of the game, set dressing the world, and putting realistic NPC interactions for the player. A good rule of thumb for me is that when I turn every corner, there is always something that can pique the player's interest.There is also the quest design, wherein I implemented quests that are vital for the narrative. Making sure the layout would support the interactions, adding triggers for each area, and saving and documenting the progress.
Roles:
Game Designer
Level Designer
Assistant Director
Tools:
Unreal 5
Responsibilities
Game Design Document
Designing player and enemy movesets
Quest design
Level Design
Open-world encounters

Level Snippets
Dapper DinosThis project is a 3D platformer game taking inspiration from Crash Bandicoot.
This was my first official level design role, and I have created 5 levels, with each level having its own unique gimmick. The levels are linear and had to be roughly 5-10 minutes of exploration, so adding branching paths, hidden pathways, and multiple collectibles is a must. But I was also in charge of a "Boss Level" where the player is getting chased by a big bad. The main challenge there is the camera angles. How can you show the player the path he is running on while the camera is pointed backwards—in which, with tweaking the camera setting and properly showing pathways and guiding the player with collectibles, went smoothly!But even with a level design role, I have continuously coordinated with game designers, programmers, and artists on how to further improve our levels, like suggesting assets and mechanics for a certain level with most of them being approved!But I didn't stop there; I really loved working on this game, so with other fellow level designers on the team, I have continuously worked with them and also helped them with improvement with their level. Giving feedback, suggesting paths, and giving inspiration through other games.
Roles:
Senior Level Designer
Tools:
Unity
Responsibilities
Level Blockout
Level Decoration
Enemy Locations
Player-World interactions
Levels Created
Aggretsuko: Kawaii Rebellion
This is a roguelike, top-down, shoot-em-up project. I am tasked with creating modular "level chunks" that would serve as the basis for the procedural creation of the level.Each chunk is designed to work as part of a larger layout with a focus on seamlessly connecting with randomly chosen chunks for replayability. My main flow was to block out a level, test with enemies, set dress and implement to the procedural main level.You can check out the level chunks I have made below.
Roles:
Level Designer
Tools:
Unity
Responsibilities
20+ Levels Chunk Creation
Level Setup for Procedural Generation
Auto Duel Rogue
It is a racing shooter with a multiple-level game. I am tasked with creating levels that smoothly integrate the driving and combat systems.
I used Unity's tool, ProBuilder, to first block out the level and test the current system, then set dress the level with the assets provided by the artists. The main level design principle here is setting up the level that's large enough for cars to speed through while adding interesting level design elements like ramps, power-up placements, and enemies that spawn locations while making the level still look visually pleasing in a post-apocalyptic environment.You can check out the level chunks I have made below.
Roles:
Level Designer
Responsibilities
Level Creation
Levels Created:
Roles:
Game Designer
RFOX Vault RFOX
VR-driven metaverse platform where players can show off their NFTs, build their own houses, and explore and play minigames together with other players.
My main task here is to document and improve all game systems, including house customization, minigames, events, integration of AI tools and social interactions.Stage Runner (EPIK)
Casual runner game to be played on TikTok's gamification system. I was the primary game designer, overseeing all major design elements such as core gameplay systems, mechanics, and UI/UX.Barangay Nestle (Nestle)
A series of mini-games to be played on Nestle's website that can award players raffle tickets and prizes!
I served as the primary game designer, responsible for all core systems, mechanics, and UI/UX.Patinterror
A hypercasual game where you will try to play patintero—a Filipino street game—with zombies! This was my first professional game where I lead a team of interns with my idea as the game designer and produce a quality product.
Vicious Mockery is an award-winning, tower defense typing game. You are tasked with defending the castle from monsters attacking the castle. As a bard, your only power is to shoo them away with the power of your disastrous words.I was tasked with creating the main gameplay, story, character story/dialogues, a unique variety of monsters, words-to-type, cutscenes, and a little bit of programming.You can go check on the game by clicking here.
I have made a ton of games but I will highlight some games that definitely needs the attention:
- Oxygone
This is my second time joining a game jam titled "Build For Unity" with the genre of global warming. We got awarded as the 1st runner-up in this game. I was the designer and programmer of this game.- Get Guns, Go Grapple
A roguelike grappling hook movement shooter that is awarded as Best Thesis 3.
I designed the core systems and game loop, level design, character and enemy mechanics, and balanced the game.- Capiophobia
My Capstone1 project. Capiophobia is a point-and-click horror game. My task was to create an environment for the player to traverse while creating clues and puzzles for the mystery of the house, mainly focused on police corruption and violence.Click Here to check out all of my games