Hi! I’m Luis, a Level Designer with a background in creating missions, geo, and scripting.

I enjoy having my hands in many pies. Being able to coordinate the development of a level holistically, and shepherding it from initial concept to final polish.


I grew up loving two things - Action Movies and Adventure Games. The characters, their stories, and the challenges they overcame gave me something I treasure greatly - inspiration. My goal with any project I work on is to make sure I inspire my audience. If getting closer to that goal means designing more levels, or diving deep into scripting gameplay, that’s what I become enthusiastic about. It’s why I’m a Level Designer, and it’s an approach that has enabled me to take on various other titles, like Mission Designer, Technical Narrative Designer, and Gameplay Designer.

Scroll through this page to see my professional work, or click any of the links above to check out my side projects.


- Assorted Levels -


- professional work -

senior Designer - Destiny 2 @ Bungie

I design spaces and script gameplay on Destiny 2

senior area Designer - the outer worlds 2 @ obsidian entertainment

I design areas - the levels, their gameplay and the quests that take place within them.

Technical Narrative Designer - God of war: Ragnarok @ SMS

I design and implement narrative content for God of War; scripting characters, cinematics, and blending gameplay with storytelling moments.

Mission Designer - Medal of Honor: Above and Beyond @ Respawn

  • Implemented narrative content, combat encounters, and set piece moments.

  • Designed the missions beats that players experienced - editing level geo, scripting enemy spawns, and managing level logic for checkpoints and events.

  • Fixed bugs and collisions on MP maps.

  • Designed mission gameplay, authored collisions, implemented level logic, and bugfixed on these levels 6 Singleplayer levels and various Multiplayer levels across the game.

Gameplay Designer (Scripter) - WWE 2K20 @ Visual Concepts

  • Designed improvements to gameplay systems, combat, and UI.

  • Scripted cutscenes, gameplay moments, and AI combat behaviors.

  • Designed and blocked out the layouts, weapons, and level-specific combat interactions for the Brawl Arenas.

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ASSOCIATE GAME DESIGNER - Unreleased project @ Level-5


- WHAT IVE BEEN UP TO RECENTLY -

 

AUGUST 2024

I spent a few days listening to just the soundtracks to Dune and Mad Max. Was inspired to make a level that really delivered on the vibes of both.

JUne 2024

I started designing a stealth based card game inspired by Slay the Spire. The added ability for players to interact with the world + the power to manipulate enemies in various ways creates an experience that I’m hoping will feel diversified enough and fresh.

 

I also spent a few days developing a prototype AI for a toolkit I’ve been developing alongside another Level Designer. The purpose of the toolkit is to provide the jumping off point for an immersive sim, so that designers can explore creating open world spaces quickly.

MAY 2024

I participated in Steve Lee’s LD Jam 8. This Jam tested my ability to create satisfying vistas and properly convey information to players in an order that makes sense. I ended up going with a Victorian England setting and created a lot of structures themed around controlling the flow of water.

april 2024

I created an Overwatch-style Control Map to showcase my skills to a potential work opportunity. I focused on making a map that replicated the paths and areas that supported battle in the game. Then I spent a day or so creating simple assets that added to the visual identity of the space.

Jan - march 2024

I spent a few months working on a level design for a ship that has been taken over by a rogue AI. The player navigates hostile environments and utilizes their knowledge of a cryogenic gas mechanic to progress. Heavily inspired by Prey.