Level Designer

Dallas, TX | 872-377-8884 | ruichil1030@gmail.com | LinkedIn

SHIPPED TITLES

Hamsterballin’

Unreal Engine 5
Level DesignerFebruary 2026 - May 2026

Level Designer, specifically owning the Tunnel in Roulette Runway.

Strategically placed and balanced all level pickups and interactive hazards, utilizing item placement to naturally guide player sightlines, reward high-risk maneuvers, and control the pacing of the race.

Executed rapid level iterations by analyzing playtest telemetry and user feedback. Collaborated within a cross-disciplinary team of artists and programmers under the Guildhall Development Methodology, utilizing Perforce (P4V) for asset pipeline management and Jira to track sprints and meet tight milestones.

PROJECTS

Kill the Makers

Unity
Game Designer, Level Designer specifically owning Levels 1, 2 and 3, Audio Designer.

Architected 2D puzzle-platformer layouts, strategically placing hazards and platforms to onboard players and teach core mechanics; integrated custom SFX via Adobe Audition to provide critical audio feedback for puzzles.

Collaborated to rapidly iterate on physics and jump metrics, utilizing playtest data to fine-tune character controls, platform spacing, and difficulty curves.

Starfield custom level: Firefly

Starfield: Creation Kit

Architected a modular medical lab environment within the Starfield Creation Kit, applying advanced 3D layout techniques to establish a circular combat flow and optimize player navigation.

Programmed scripted events, NPC behaviors, and narrative terminal entries, leveraging the engine’s internal quest logic to deliver seamless environmental storytelling and immersive world-building.

Half-Life 2 custom level: Black Site

Hammer

Designed structured level routing and progression loops within the Hammer Editor, implementing lock-and-key gating puzzles that challenge players to navigate, backtrack, and unlock restricted sectors.

Programmed robust mission logic and encounter sequencing using Hammer’s I/O entity system, scripting custom triggers, door/gate interactions, and Combine AI tactical spawns to match original pacing standards.

EDUCATION

SMU Guildhall

Dallas, TX
Master of Interactive Technology, Specialization in Level Design

Expected May 2027

Hohai University

Jiangsu, China
Bachelor of Internet of Things

June 2024

SKILLS

Software & Engines: Unreal Engine 5, Starfield: Creation Kit, Source Engine: Hammer, Unity

Methodologies & Concepts: Whitebox-to-Shipped Level Pipeline, Spatial Composition & Sightlines, Environmental Storytelling, Pacing & Combat Encounters, Player Flow Design

Languages & Tools: C, C++, C#, Java, Python, 3dsMax, Illustrator, Miro, Canva, Perforce, Jira

Professional: Native in Mandarin, Professionally Fluent in English, Rapid Prototyping & Iteration, Avid player of tactical shooters and racing games