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Twenty-two years of level design — metrics, blockouts, combat encounters and puzzles for Cyberpunk 2077, Rime, Deadlight, Gylt and Song of Nunu.
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The best ideas come from teams that work as a team, not individuals in parallel. A healthy, motivated crew beats a worn-out one every time.
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Level design fascinated me long before it was my job — I was tinkering with map editors as a kid. QA taught me how every department fits together; twenty-two years later I still build maps and tools for fun, and I'm always up for lending a hand or a joke when crunch bites.
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Always seeking new challenges — or just a good chat about games and the spaces they happen in.
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Twenty-two years of level design — metrics, blockouts, combat encounters and puzzles for Cyberpunk 2077, Rime, Deadlight, Gylt and Song of Nunu. Now Principal Level Designer at Vercors Games.