
I have over a decade of experience creating immersive and engaging game worlds for popular franchises, such as PAYDAY and Assassin's Creed. I have led and mentored level design teams across multiple studios, working with other disciplines and stakeholders to deliver high-quality content and experiences.
My achievements include leading the heist design direction and creation for PAYDAY 2&3, setting up the content roadmap and workflow for level designers, and reviewing the content and scope for heists. I was also a product owner and part of the world design team behind several regions in Assassin's Creed Valhalla, Odyssey and Origins; creating benchmark locations and features that improved the gameplay and story.
My expertise is in level design, worldbuilding, team management and collaboration, content scope and risk assessment, and mentoring level designers on career development and work quality. I review portfolios, resumes, and projects for level designers regularly. I am always eager to learn new skills and technologies to improve my craft and adapt to the ever-changing industry.
Since spring 2026 my evenings belong to the AI Lab: personal software built with Claude Code and a small fleet of agents. A local-first second brain (Jubileus), a skincare intelligence app (SkinAtlas), wedding software that began as our own wedding site (ur Special Day), and Perpetūra, an interactive novel. The through-line is small tools that help real people, and field notes about how each one gets made — the workflows, the pipelines, and what breaks.
The writing is its own pull. Perpetūra grew out of years of otome games, romance manga and manhwa, and Korean and Chinese dramas; Loom, its sibling tool, exists so other writers can build that kind of story without code. What I'm exploring now is how far one designer with AI collaborators can carry craft that used to need a whole team.