About
I’m a Technical Designer with years of professional experience working in Unreal Engine 5 on multiplayer shooters. I specialize in gameplay systems, networked mechanics, and rapid prototyping, owning features end-to-end from early design and blockout through implementation, iteration, and polish. I’m currently open to Technical Designer and Gameplay Designer roles where I can own gameplay-focused features and collaborate closely with engineering and design teams.
Core Experience & Skill Focus:
Unreal Engine 5 (Blueprints, Gameplay Ability System)
Networked gameplay systems (replication, authority, prediction-aware logic)
Gameplay mechanics & systems design
Level design for first- and third-person experiences
Rapid prototyping & playtest-driven iteration
Cross-discipline collaboration and technical problem solving
My strengths are:
Owning features end-to-end (design → prototype → implementation → iteration)
Building gameplay systems in Unreal Engine 5 using Blueprints and GAS
Rapid prototyping and MVP workflows to support early playtesting
Collaborating closely with engineers, designers, and production to reduce iteration cost
Portfolio
Technical Designer


Walker Labs
November 2022 – May 2025

At Walker Labs, I worked on a third-person multiplayer shooter, contributing across level design, gameplay systems, and technical implementation in Unreal Engine 5.
Key Contributions:
Led end-to-end level design from research and blockout to playable spaces, ensuring strong flow, readability, and combat pacing.
Implemented networked gameplay mechanics using Blueprints and the Gameplay Ability System (GAS), ensuring stable multiplayer behavior and smooth replication.
Prototyped new game modes, objectives, scoring systems, and player abilities, tightly aligned with level design goals and playtest feedback.
Authored and maintained design documentation in Confluence, improving cross-discipline alignment and reducing implementation errors.
Ran and iterated on 23+ playtests, translating player feedback into Jira tickets and actionable design changes.
Introduced an MVP vertical-slice workflow, reducing prototyping time by 50%+ and enabling earlier playtests with real gameplay.
Improved bug visibility and turnaround by integrating Jira ↔ Slack workflows, reducing idle time and accelerating fixes during active development.
Walker Labs Showcases
Airdrop Slot Machine Game Feature
RNG based Interactable airdrop slot machine, providing players with loot.

Desert Level
Apocaliptic Level
Designed the blockout for the level, balancing navigation, combat flow, and player engagement while also contributing to set dressing to enhance immersion. Additionally, I implemented destructible environments to add interactivity and strategically placed enemy spawn points to shape encounter pacing and difficulty.


Designed the blockout for the level, integrating parkour and puzzle mechanics into level design, including pressure pad interactions for door openings and collectible placements. I also Fully set dressed the hover car room myself where the player enters a hover car to exit the level.
Personal Project Showcases
Project Showcases
Specializing in technical design and level design, I utilize Unreal Engine and Blueprints to bring my personal project visions to life.




