Thought Process

1. How do I approach designing a level

I usually think about pacing first. Tension, relief, challenge, and flow. I start by sketching rough layouts in my sketchbook or Blender, then move into blockouts in-engine to test core movement and sightlines early on.

I iterate a lot, walking through the space to refine it. I believe layout should teach players naturally, without relying on text. I’m always asking myself: “Is this readable? Does this feel intuitive without hand-holding? What types of enemies will there be, and how will they interact with the environment?"

2. That time when something didn’t work

In Invariant, the first layout of the reception area completely failed. Players were getting lost and backtracking way too much. I originally thought a non-linear flow would feel immersive, but in testing it just caused confusion.

I watched replays, took notes, and realized my landmarks weren’t strong enough. So I redesigned with strongerer sightlines, added explosion and re-lit the hallway that subtly pulled players in the right direction. After that, flow improved a lot.

3. How do I handle disagreements on design direction

I always try to listen first, and understand where the other person is coming from and why. Most of the time, people disagree because they’re focused on different player needs or design priorities. If we’re both clear about our goals, it’s easier to find a middle ground.

I also really believe in prototyping, build both ideas and let the results speak. I try not to be too attached to my own solution if someone else’s works better. At the end of the day, the best idea should win, not the loudest voice.

4. How do I work with other disciplines

I’ve worked solo a lot, so I’ve had to wear all those hats, and that’s helped me understand what each discipline values. I try to communicate clearly and respect their workflow. For example, when working with an artist, I’ll block out areas with intent but leave room for their vision.

With programmers, I document what I need and try to think about edge cases, so I’m not just asking for “magic.”

5. What do I think makes a great player experience

Clarity and flow. A great experience guides the player without feeling forced. It gives them just enough information to move forward, but leaves space for discovery.

I love when the level design teaches through the environment, like seeing a dead body near a turret before you encounter it. No popups needed. Also pacing, moments of intensity followed by calm. If everything’s always loud or fast, nothing feels meaningful.

6. What have I built just because I was curious

I designed and built a level for Serious Sam VR: The Last Hope entirely on my own time, without being asked. I was curious about creating and optimizing it to run at 90+ FPS in VR, as this technology was new to me.

I didn’t share it with anyone at the time. I just wanted to see if I could do it and learn from it. That process of building from curiosity, testing in VR, and trying to make something that simply feels right. It was a great learning experience.