Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
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Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
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Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
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Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
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Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
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Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
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Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
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Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
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Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
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Onboarded new members of the Design team.
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Assisted the outsource team with Design and Implementation.
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Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
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Integrating and editing third-party animation data to create the games sequences.
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Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
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Building and iterating upon the collision and navmesh throughout the game.
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Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
-
Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
-
Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
-
Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
-
Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
-
Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
-
Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
-
Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
-
Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
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Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Narrative Games
Level Design
Level Design
Writing and Narrative
Writing and Narrative


Sniper Elite 5 – The Kraken Awakes (DLC)
Platforms: PC, Xbox, PlayStation
Role: Level & Narrative Designer
The Kraken Awakes is the final DLC mission for Sniper Elite 5, where players infiltrate and sabotage a heavily fortified aircraft carrier—Project Kraken’s last line of defence. My primary focus on this project was level and gameplay design, ensuring the mission delivered both strategic freedom and cinematic intensity.
Key Contributions:
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Level Design Ownership: Designed key sections of the map, from initial block-out to final polish. Worked on combat encounter layouts, navigation flow, sightlines, and player pacing to support stealth, exploration, and action-focused gameplay.
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Gameplay Systems & Logic: Implemented mission scripting, in-game logic, and objective triggers to ensure moment-to-moment gameplay aligned with intended player beats and provided reactive, immersive feedback.
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Environmental Storytelling: Collaborated with artists to integrate visual storytelling into the level design, reinforcing world-building and supporting the player’s sense of place.
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Design Iteration: Actively refined gameplay spaces based on internal feedback, QA reports, and narrative needs—ensuring level structure supported multiple playstyles and the story arc.
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Narrative Integration: Contributed to the main story concept and oversaw integration of Karl’s voice lines and enemy barks, blending narrative seamlessly into gameplay.
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FMV & Story Arc: Wrote and directed FMV sequences for the opening and conclusion, framing the mission with impactful cinematic beats that matched the gameplay tone.
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This mission served as the explosive conclusion to Sniper Elite 5, and I played a key role in shaping both the gameplay experience and the final narrative payoff.
Roles And Responsiblities
Sniper Elite 5 - Kraken Awakes | Trailers
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Designed and iterated on gameplay spaces from block-out to final level implementation, ensuring strong integration between environment design and gameplay flow.
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Collaborated with environment artists to align level layout with visual storytelling, narrative beats, and creative direction.
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Built and refined gameplay mechanics and encounter setups to create engaging, player-driven interactions.
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Balanced pacing, sightlines, and combat flow to support varied player approaches and maintain mission tension.
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Developed in-level logic and moment-to-moment scripting to guide player experience and reinforce gameplay objectives.
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Integrated narrative elements—such as main character V.O. and enemy AI dialogue—seamlessly into the gameplay environment.
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Contributed to the design and direction of FMV sequences to support the story arc and maintain consistency with level tone.
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Worked as part of a small, agile team of designers and artists to deliver a tightly scoped, polished mission experience.



