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Hello there!

I’m Max, a level designer with a striking passion for narrative experiences.
I’m studying Game Design & Production at Breda University of Applied Sciences

Projects

The Eclipsed Sanctum

Level Designer

Project Overview

Genre: First-Person Shooter
Team Size:
Solo
Project Timeline:
8 weeks | 2024
Engine:
TrenchBroom | Ironwail

The Eclipsed Sanctum is a single-player level for the original 1996 Quake, with a heavy focus on caution, dread and fear of the unknown. The goal was to challenge the limits of what a Quake level could be, whilst remaining true to the original’s player experience.

Personal Responsibilities

  • Created a level from concepting to release.

  • Gathered, sketched and painted over reference images and architecture.

  • Experimented, measured and tested player metrics in metric gyms.

  • Blocked out, built and iterated on the layout and gamespaces.

  • Scripted, designed and implemented combat encounters and gameplay beats.

  • Playtested, analysed and iterated based on data from external playtesters.

  • Lit, textured and iterated on the dark aesthetics.

View Project Page

Inferno

Producer / Game Designer

Project Overview

Genre: Third-Person Movement Shooter
Team Size:
18 developers (scaled from 6)
Project Timeline:
16 weeks | 2025
Engine:
Unreal Engine 5

Inferno is a third-person movement shooter with a heavy focus on speed, quick response times and mastery. Discover shortcuts and new movement techniques to improve your time and become the Queen of Inferno.

Personal Responsibilities

  • Scaled and managed a team of 18 developers.

  • Defined and broke down the scope together with lead developers.

  • Aligned the creative vision together with lead developers.

  • Divided the team into smaller interdisciplinary strike teams for efficient development.

  • Supported and facilitated sprint planning, reviews and retrospectives.

  • Ensured quality through QA guidelines and weekly build reviews.

  • Anticipated and prevented risks.

  • Designed, tested and iterated on game feel and feedback systems during concepting.

What It’s Like Working with Me