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Technical Level Designer

Professional

Level Designer / Game Designer

My job at Raised by monsters is to create and prototype the mechanics in the given context as well as create the levels and implement these mechanics and events in the level in Unreal Engine 5. Also to create all the documentation and to advise and teach more junior profiles within the company.

Level designer  / Game Designer

My work in Galleon stuidos was to design levels and mechanics and iterate on the pre-production process of a FPS AAA game. During my time at Galleon, mechanics were proposed along with their prototype and levels for testing and development. In addition to creating all the documentation of these levels for presentations and other departments. 

Level designer / Scripter

Crime Boss: Rockay City is an organized crime and heist game combining first-person shooter action and turf wars, playable solo or multiplayer. The game is avalible in Epic, PS5 and Xbox series X​

My job was game designer and level designer, designing and prototyping the unique mechanics of the character levels, level design, scripting the level events with blueprints, level balancing and bug fixing.

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Game designer

Windfolk is a third-person shooter game with hybrid flight and ground mechanics. Windfolk was launched in 2021 on PS4 and Steam

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Windfolk was made by 8 people, so I was a multitasking game designer. I did level design, game design, combat design, prototyping, animation and VFX implementation, music and SFX implementation, QA and bug fixing.

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Personal Projects

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Doom: The Dark Ages: Prototype of the combat system, enemies and levels for a Doom: The Dark Ages level.

WIP

Quiet Spectrum: Small Hitman-like level in a disco. Infiltrate, eliminate the target and exit without being detected.

 

Egypt Soulslike: Soulslike project in an Egyptian setting, creating a combat system, the level design and the enemy AI.
 

Tecno Beasts: Action and parkour game in a cyberpunk and fantasy setting
 

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