Storytelling is my life, and I've looked for ways to tell stories since I can remember. Level design is a way for me to tie a spatial, silent story with gameplay.
Multiplayer sandbox survival game, with emphasis on crafting and combat. Player freedom and autonomy are some of the core principles that dictate how we take on designing and creating elements for the game.
A single-player adventure inspired by Control. A technical exercise focused on enemy design, creating environmental elements, and gameplay ingredients.
A small dungeon meant to loop on itself. A short exercise that started with the premise of "one entrance and a clear goal." Enemy mock-up and player movement custom scripts for this project.
This page has some Futuregames projects and a couple of "experiments" where I play with mechanics, shapes, and layouts.
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.
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