01 / ContextThe question
behind the work.
A branded game world has to make the first few seconds count: players need a clear place to go, reasons to keep exploring, and an experience that works under real device and crowd constraints.
My role
Across ten years I worked in world design, level design, game design, progression, environment production, launch QA, and world-build leadership on shipped games and brand activations.
02 / ImplementationWhat I built.
I designed player flow, progression spaces, gameplay loops, vehicles, and memorable worlds for releases involving Warner Music, Sony, DC, Bakugan, L'Oreal, and other major brands.
- Led the Justice Hall area and surrounding player experience for the Black Adam promotional event.
- Designed building systems and player flow for a full Bakugan Battle League lobby redesign.
- Built the major Heaven and Hell environments and event spaces for the Ava Max launch-party experience.
- Created vehicles, expansion spaces, terrain, city layouts, interiors, and progression-ready world systems across multiple games.
- Turned work tied to Warner Music, Sony Entertainment, DC, Bakugan, L'Oreal, and other clients into interactive worlds people wanted to explore.
03 / In detailA decade of world and game design
Before analytics became the center of my portfolio, I spent ten years designing Roblox worlds for live games, expansions, and branded events. The work covered world layout, level flow, player routes, progression spaces, terrain, city planning, interiors, vehicles, and the systems that make a world feel alive.
I worked across roleplay, music, film, toy, beauty, nonprofit, horror, and consumer-brand experiences. The projects included work connected to Warner Music, Sony Entertainment, DC's Black Adam, Bakugan, L'Oreal, and other large campaigns.
Designing worlds people return to
World design had to do more than look good. Routes, landmarks, sightlines, and reveal moments carried players from the first spawn through social spaces, event moments, and brand areas without a manual explaining where to go.
I designed around player pacing, progression, social behavior, repeatable gameplay loops, screenshots, and live-event moments, then balanced it all against lower-end device performance, large crowds, client review, and launch deadlines.
Selected production work
For Black Adam, I led the Justice Hall area and the surrounding player experience. For Bakugan Battle League, I designed building systems and supported a full lobby redesign. For the Ava Max launch party, I helped shape the map and built the major Heaven and Hell environments and event spaces.
I also produced more than 30 vehicles for Anomic, built stylized expansion worlds for Spirit Guides, and helped develop Dreamworld RP from the ground up. The shipped experiences I contributed to have generated 7.5B+ plays, and Roblox CEO David Baszucki personally commended my work during the early interactive-concert era.