About Me / Level Design

I adapted my product design background into level design, resulting in an experimentally iterative workflow with tons of prototyping to maximize player experiences and get the best possible outcome of every blockout decision.

As both a level designer and game writer, my level design is always made to enhance the narrative and focused on player-driven gameplay. I love designing experiences where people can have fun and enjoy it—whether playing by themselves, with others, or even by only talking about it to other people.

Core Skills

  • Level Design & Iteration: blockouts, modular design, low-poly assets creation, narrative alignment

  • Player-Centric & Story-Driven: intuitive navigation, visual storytelling, branching routes from narrative

  • Cross-Discipline Collaboration: simple blueprints, creative problem solving, concise documentation

  • Visual Polish & Atmosphere: 3D environments, cinematic lighting, simple post-process effects

Don’t Go Back | Original Project / Blocktober | Solo Developer (2024-2025)

  • Designed and iterated 5 high-tension psychological levels until polished state within October 2024

  • Built adaptable modular architecture with organized assets managements to minimized inefficiency

  • Revised the levels in accordance with narrative changes, assets availability & timeline constraints

Snow Church | Fan Project Spin-off of Control (Remedy Entertainment) | Solo Developer (2024-2025)

  • Expand existing IP tone by integrating original narrative & level design within franchise standards

  • Engine optimization through assets management, foliage reduction & level boundaries design

  • Tracked revisions and progression via Figma and Notion for clear & structured documentation

Future Siren | Original Project / Taksa Semesta | Solo Developer (2023-2025)

  • Designed three types of branching routes (combat, narrative, balanced) within one cohesive level

  • Designed enemies placements based on story pacing, branching difficulties & visual compositions

  • Created post-process effects & lighting transitions to integrate the narrative flow with the gameplay

Black Puddle | Original Project / Taksa Semesta | Solo Developer (2023-2025)

  • Translated the narrative into visual game beats, beat charts, area flowcharts & mission flow in Figma

  • Adjust materials, lighting & post-process effects to align with the visual board & emotional tone

  • Coordinated level design constraints & potentials with narrative to adjust the gameplay progression

Gamedev Experiences

3D Environment Artist — Moon Flower Official Webtoon Indonesia (Webtoon)

May 2023 - August 2023 (Contract) / Remote

  • Translated 2D environment concepts into low-poly 3D spaces, adapting layout sketches into optimized 3D designs that supported narrative pacing and atmosphere.

  • Iteratively collaborated with the Webtoon creator, problem-solving visual style consistency, technical limitations, and spatial storytelling needs in Blender.

  • Developed beginner-friendly Blender guidelines and trained the creator for independent use, empowering creative autonomy and post-project scalability.

Exhibition Staff — Design Market 2020: Redefine Visionary (Institut Teknologi Sepuluh Nopember)

Nov 2020 - Des 2020 / Remote

  • Supported underclassmen in design critique and progression monitoring during an online pandemic-adapted exhibition, enhancing remote spatial storytelling through layout design.

  • Contributed to planning online navigation flow, maximizing engagement within virtual spaces by applying basic level design and user experience principles.

  • Acted as a communication bridge between internal and external event divisions, supporting interdisciplinary collaboration under remote constraints.

Decoration Staff — UKM Expo 2019 (Institut Teknologi Sepuluh Nopember)

July 2019 - August 2019 / Hybrid

  • Conceptualized and constructed interactive exhibition booths under tight budget constraints, applying environmental storytelling techniques to visitor navigation and engagement.

  • Led team discussions to optimize spatial design for crowd flow and exhibit discoverability, supporting club exposure and event success.

  • Hands-on construction and material sourcing under unpredictable challenges, demonstrating adaptability and ownership through the production phase.

Other Experiences

cERTIFICATIONS

  • Game Development 101 - Agate Academy, Oct 2023

  • Learn the ART of Level Design - Udemy, Oct 2023

  • Creating Stunning Environments in UE5 A Game Artist Bootcamp - Udemy, Nov 2023

  • A Complete Guide to Game Design - HP, Sept 2023

Projects

Beside solo projects, I practice layout sketching to sharpen my instinct for crafting engaging blockouts. I enjoy exploring different design possibilities to achieve the best possible outcome.

I also did some reverse engineering analysis of published games to deepen my understanding of game development—game pillars, core experiences, level analysis, interesting aspects, etc. here are some of them that I did back in 2024: