
Worldbuilder: The Designer's Path
In the early days, there was just a map. Not a map of a world, but of ambition scratched on paper, sculpted in hours spent with Lego bricks and early-days editors.
But I didn’t just make levels, I listened to them. I slowly learned the language of Level Design. When a player wandered aimlessly, I saw it as a failure in communication. When a battle was thrilling, I could feel the rhythm in the encounter's pacing.
I was fascinated by how a corridor could create tension, how an open clearing could feel like a reward, and puzzle loops that whispered “What if?”. I began to understand how silence could be just as powerful as action, how pacing, layout, and choice could whisper or shout.
As projects grew more complex, so did the challenges: The tools broke. Pipelines bent under their own weight. Systems failed to support the kind of play I envisioned. But I persisted. I didn’t just build levels - I led others in building worlds.
Then came the shift, a turning point where what I built didn’t just support the game, it defined it.
Eventually, I felt the need to go deeper, not just to create, but to understand the systems behind what made gameplay feel right. I became obsessed with structure, not to constrain creativity, but to unlock it. I extended frameworks like MDA and Rational Game Design with my own spin, balancing “hot” and “cold” dynamics like a composer writing tempo changes.
Over the years, I’ve helped ship worlds, some large, some experimental. I’ve become more than a Level Designer, but The creator of Worlds, someone who can turn empty space into memory, tension into tempo, and silence into meaning.
Every level is still a puzzle. Every game, a new language to learn.
What people say about me:











