About Me
Experienced in designing levels and mechanics for games of various genres with good technical knowledge of Unreal Engine.
I think of Level Design as the place where all parts of game development come together, so in order to further my level design skills and understanding of other departments, I have spent some time learning and practicing other aspects of development, such as 3D modelling, set dressing, lighting, audio, UI/UX design and more.
Outside of game development, I've picked up DJing as a hobby, where I managed to get some gigs in local clubs and even DJ'd a friend's wedding.
I like reading books and manga, watching all sorts of shows and movies, playing D&D with the party (if we can actually organise) and drawing.
Some of my favourite games, in alphabetic order, are:
- Age of Mythology
- Baldur's Gate 3
- Dark Souls Series
- God of War Series
- Grand Theft Auto Series
- Hades
- League of Legends
- Path of Exile
- Teamfight Tactics
- The Witness
- Titanfall 2
- Warcraft III

Testimonials
We hired Dan to be the main responsible for the Level Design of our flagship team-based third person multiplayer shooter, Project ST.
Across the 2 years that we worked together, Dan proved himself a key pillar of the project. He aligned with the project vision to deliver some of our most iconic maps in the game while defining the master recipe to follow to craft more maps in that same vision.
Dan always shared valuable feedback and raised concerns early when he saw potential trouble coming ahead, be it in level design as an expert, or as an avid player to make the product better. Feedback sessions always turned into productive brainstorming sessions and I never felt like he was being defensive or protective of his early designs, but rather always hungry to improve them and full of fresh ideas.
Within the company, Dan was a beloved member of the Design unit, keeping spirits high and creating a true sense of camaraderie with his easy-going attitude.
He demonstrated to be a very resolutive person with all technical matters, from repo management to the usage of Unreal Engine to make his own prototype mechanics for the game using blueprints. Also, thanks to his wide knowledge of the videogames industry, Dan was able to lead multiple intiatives within the company, from weekly workshops of Level Design, coordinating Audio Design tasks or mentoring our Junior Level Designer all across the project.
I'd hire Dan again without even blinking given the chance. And so should anyone reading this.
I worked with Dan as his direct lead and during that time, I have found him to be an extremely valuable member to the team. Dan was primarily responsible for the level design on multiple projects during this period, as well as design tasks.
While developing levels and features, Dan is always proactive, knowing exactly what needs to be done to improve the game considering all current milestones and time or resource constrains. He has proven to be very creative on approaching level design issues or areas that need improvement, as well as solid knowledge on the level design fundamentals for both multiplayer and single player forms. Because of this, I have seen him improve his skills rapidly over the course of his time in the team. He has demonstrated his adaptability in times of pressure, taking on additional tasks outside his area.
Dan is a very approachable individual, and always contributes to the atmosphere in a positive way. He would always take the time to explain and teach subjects he has knowledge of when requested, improving his fellow team members' work in the process. Because of his proactive nature, I could always rely on Dan to work independently without much oversight and knew I could expect quality work delivered on time from him.
I would recommend him for any team that needs a creative and adaptable designer with a passion for levels.
Dan joined our team for the summer holiday to make Dungeons for the Lordbound project and continued to work with us even as his university became demanding of his time.
With us he has shown a great degree of planning and versatility with paperdesigns and blockouts and the ability to follow through making quality content that fits perfectly with the open world a result.
Throughout development he is welcoming to feedback, able to adapt to problems, and not shy to ask for technical support or the development of new features. I would recommend him for your team in a heartbeat.
Dan and I worked in the same team for 6 months and working was way easier with him around.
Even though Unreal was his main area of expertise, Dan has quickly adapted to the Unity workflow and managed to effectively push forward the level design of the Game.
Dan was able to come up with creative solutions to issues I was stuck on with logic and outside the box thinking.
I would highly recommend Dan to any studio that needs an independent and creative designer to help push their projects to and beyond the limit.