Hey there, have you met
Luna
I'm a Level and Combat Designer with a hybrid background in both linear and open-world gameplay experiences. I specialize in crafting tightly paced levels, reactive encounters, and expressive enemy behaviors that support gameplay systems, narrative goals, and player agency.
In my work, I've led full-cycle production of mission-based levels—from layout sketching and encounter scripting to AI and boss design—while also transitioning into systemic open-world design, building exploratory zones with narrative depth and environmental storytelling. I'm proficient with Unreal Engine, Behavior Trees, GAS, EQS and Blueprint scripting, and have collaborated closely with teams across art, animation, and engineering.
Beyond content creation, I actively contribute to design systems and team infrastructure: modularizing AI components, maintaining documentation, mentoring junior teammates, and streamlining pipelines for sustainable production. As a passionate player, I bring intuitive insight into combat rhythm, spatial flow, and player psychology—principles that guide every decision I make in creating immersive and meaningful gameplay spaces.
I'm passionate about designing worlds that feel intentional, alive, and full of possibility—and thrive at the intersection of systems, storytelling, and play.