About
I'm a Level Designer focused on turning design intent into clear, playable spaces.
Based in Dundee, with seven months of commercial Level Design experience at Kahr Works on Revolver Rift, and client-brief work for Hyper Luminal Games and V&A Dundee. Open to remote roles and relocation.
My work starts before the engine. A bubble diagram, a beat map or a 2D plan makes route and pacing decisions visible while they are still cheap to change. In Unreal I build those decisions as blockout and test them at player scale: sightlines, landmarks, leading lines, elevation, and the order in which things appear.
Design intent is only worth what a player can act on. If someone has to guess where to go, the layout is doing something wrong, and a marker or a prompt only hides it. Most of my time goes into making the intended read hold up in the space itself.
I have worked inside a studio pipeline under NDA, to two external client briefs, and solo. The part that carried across all three was documentation: intent written down clearly enough for other people to build against, and revised when the evidence said to.
How I work
- Research
- Understand the brief, the environment and the player problem.
- Design
- Translate intent into routes, spaces, landmarks and pacing.
- Build
- Turn the plan into a playable blockout.
- Test
- Watch where players hesitate, misread or lose the intended flow.
- Iterate
- Change the level based on evidence.
- Collaborate
- Communicate intent, absorb feedback and integrate other people's work.
Experience
Level Designer · Kahr Works GmbH
Commercial · Remote · Dec 2024 – Jun 2025 · Unreal Engine 5
- Built 5+ multi-building compounds for Revolver Rift, from 2D layout to playable greybox.
- Designed approach routes, cover spacing, sightlines and contact points, then tuned navigation and pacing through review passes.
- Worked to the studio's blockout conventions, naming standards and production workflow.
Level Designer · To Pierce Eternity
Hyper Luminal Games client brief · Abertay MProf · May – Aug 2026
- Planned the player space from bubble diagram to 2D layout and blocked out every playable area.
- Redesigned the spatial plan after a mid-project scope cut without losing route structure or player flow.
- Implemented chase flow with Level Blueprint, splines and trigger volumes.
Lead Level Designer · Hull & Horizon
V&A Dundee client brief · Abertay MProf · Feb – May 2026
- Designed and blocked out a first-person deck route, landmark hierarchy, spatial pacing and NPC placement.
- Ran 10 structured observation sessions at V&A Dundee and iterated onboarding, prompts, beat spacing and the ending from what they showed.
- Authored the level design document and the observation framework used for structured testing.
Additional ownership. I also took responsibility for the project's audio scope during production while maintaining the Level Design deliverables.
Education
MProf Games Development · Abertay University
Dundee, United Kingdom · 2025 – 2026
BSc Game Design, Animation and VFX · Chandigarh University
India · 2022 – 2025
Skills
- Level Design
- Blockout, greybox, 2D layouts, bubble diagrams, beat maps, golden path, route structure, player flow, landmarks, sightlines, cover, contact points, spatial pacing, environmental storytelling, composition, visual guidance, level iteration
- Unreal Engine 5
- UE5 and UE5.6 blockout, Level Blueprint, trigger volumes, splines, NavMesh, blockout lighting, in-engine playtesting
- Gameplay & production
- Gameplay flow, scripted events, trap placement, QA-driven iteration, design review, cross-discipline handoff, Agile sprints
- Documentation
- Level design documents, beat maps, flow maps, 2D layouts, playtest observation frameworks, design handoff
- Tools
- Git, GitHub, Perforce, Jira, Confluence, Miro, Photoshop, Illustrator; Blender and Maya (familiar); Unity (familiar)
Collaboration
Advitiya's level design work was integral to delivering our game's intended player experience. He did a fantastic job of planning gameplay sequences, providing clear rationale and iterating whenever necessary.
AidanTechnical Designer
Adi has been an incredible collaborator, always willing to discuss topics, seek feedback and find the best possible solutions. He always considers the player's point of view when designing, which is a very strong quality in a level designer.
LeonGameplay & Systems Designer
Adi has been a consistent help towards the finishing of To Pierce Eternity. Our discussions on layout, intent and player flow were always extremely helpful, and he is able to adapt to other people's designs and block them out effectively. I highly recommend Adi.
JonLevel Designer