Portfolio — Level Select

Level design
for games that
make you feel it.

Storytelling is my life, and I've looked for ways to tell stories since I can remember. Smaller levels and prototypes I've done — built to communicate pacing, encounter design, and spatial narrative.

Based inStockholm, Sweden
FocusLevel Design / Combat Pacing
ToolsUnreal Engine, Blueprints, Whitebox
StatusOpen to work

Selected work

04 sectors
Portrait of Pablo Navarro — placeholder
About

Designing spaces that carry a story.

I'm the one with the knife on their face — long story. Beyond the games, I spend time on the stage too: I was in the play "Titus," Mexico, 2019.

Storytelling has always come first for me, and level design is where that instinct meets systems — pacing an encounter, staging a reveal, or using space itself to tell the player what's coming next.

Level Design Encounter Pacing Whiteboxing Unreal Engine Puzzle Design
Full background