First-person horror with a rogue HUD — Gameplay & Systems Designer for Hyperluminal Games.
Fast-paced spline shooter featuring modular power-up systems, dynamic enemy spawners, and combat arenas.
Tactical third-person combat featuring custom follower AI interpolation and squad-based combat systems.
Interactive museum experience combining systems and gameplay design for the V&A Dundee exhibition.
High-mobility combat and movement prototype exploring tactile swordplay and aerial traversal.
AI-assisted vehicle transformation prototype exploring real-time mechanic morphing.
Building rulesets where every mechanic earns its place. I've designed modular power-up systems, dynamic spawners, and made scope calls under real time pressure.
Designing spaces that guide without signposting. From combat arenas built around top down fast paced action, to larger 3rd person environments. Currently designing Level 2 of Heldritch Rush for Sloth Doctor Games.
Crafting the tactile feel of combat and movement. From follower AI interpolation in Snowkid Warfare to stamina-controlled mobility in Sky Saloon, player-centric logic built and iterated in UE5 Blueprints.
I'm a Junior Game Designer and Masters student at Abertay University, focusing on systems and level design. I've been playing music since I was 5 starting with cello, then picking up guitar and drums. This background in rhythm and composition has quietly shaped how I think about pacing and player flow, while also increasing my interest in game feel and artistic expression. I build things to understand them, whether that's a prototype, a music piece, a new recipe, or a sketch.
My participation in orchestras and bands exposed me to the element of co-working and collaboration very early on.Music has also influenced the way I think about gameplay pacing and flow: tension, release, and the emotional arc you're taking a player through.
Recently started studying enviromental composition and drawing fundamentals. Not to become an artist, but so I can visualize my ideas in a much more communicative way, and because I genuinely enjoy the process of creating and drawing.
One of my favourite ways to think about systems and creativity. Every recipe is like a balance problem, from ingredients to timing and technique, all interacting in ways you can manipulate from the very beginning to create something truly unique.
Nature is my biggest reference library and inspiration for environmental design. The same things that make a photograph work such as framing, light & depth are the things that make a level feel alive. In my mind, nature is the best teacher.
Reach out directly: leon.mis.2000@gmail.com