LEON MISOULIS

Systems Design · Gameplay Design (Mechanics & Combat)
I strive to design systems and mechanics that guide players naturally. I also approach gameplay as its own form of art, trying to bridge the gap between tactile gameplay and beautiful aesthetics.

My work spans solo projects, university teams, and a 20+ member voluntary studio
"Leon was a great person to work with on To Pierce Eternity. He has a strong understanding of game flow and systems, and was always easy to collaborate with and communicate ideas alongside. A real asset to the team, and I’m glad I had the chance to work with him." ADVITIYA KANTA · LEVEL DESIGNER
"Leon has demonstrated a clear mindset and ability to problem-solve, iterate, and overcome challenges in our project. He would be an asset to any team in the future, and is easy to communicate and discuss with in a professional and friendly manner." JONATHAN SCHAUB · PUZZLE DESIGNER
"Worked tirelessly to make the best games possible in the time frame we had. His work flow and rapid prototyping is a testament to this." SCOTT CAMPBELL · SOUND DESIGNER
PROJECTS

PROJECTS

◆ CORE TOOLKIT
•Unreal Engine 5
•Blueprints
•PCG Systems
•UE Sequencer
•Git / Source Control
•Jira
•Miro
•Adobe Photoshop
To Pierce Eternity

To Pierce Eternity

Systems & Gameplay Mechanics Designer
Playable Demo Systems Design Player Mechanics
Hyperluminal Games | 12 People | UE 5.6 | MAY - AUG 2026

First-Person Psychological Horror | SciFi

Designed core gameplay systems, chase sequence mechanics, game flow, and more. Originally developed as a game demo for Hyperluminal Games during my time at Abertay University. Set within a derelict space station, the player must investigate and solve puzzles to restore critical systems, all while contending with a rogue HUD that harbors its own sinister agenda.

KEY IMPROVEMENTS: Team Collaboration, Cross Discipline Communication, Design Framework Fundamentals & Documentation

Heldritch Rush

Heldritch Rush

Level Designer
Ongoing Production Level Design
UE 5.6 | Sloth Doctor Games | 20+ People | Ongoing - Voluntary Work

Spline Shooter

Designed and built Level 2 from scratch, including 2D layout planning, greyboxing, and spline integration. Heldritch Rush is a fast-paced, post-apocalyptic spline shooter featuring modular power-up systems and dynamic enemy spawners.

KEY IMPROVEMENTS: Level Architecture Pipeline, Spline Logic Constraints, Cross-Discipline Collaboration

Snowkid Warfare

Snowkid Warfare

Systems & Gameplay Mechanics Designer
Playable Demo Combat Design Systems Design
UE5 | 5-Person Team | 2025

Third-Person Combat | Twin-Stick Shooter

Designed custom follower AI interpolation and squad-based combat systems. Snowkid Warfare is a stylized, fast-paced twin-stick shooter built to capture the chaotic energy of a childhood snowball fight while keeping gameplay tight and satisfying.

KEY IMPROVEMENTS: Combat Design, Scoping & Risk assessment, Production Realities and Adaptation

Hull & Horizon

Hull & Horizon

Systems Designer & Gameplay Flow Design
Client Exhibition Systems Design Gameplay Flow
UE 5.6 | V&A Dundee | 6 People | Jan - Apr 2026

Interactive Museum Experience

Designed the full game flow, the ship customisation system, water tank testing cinematics, and a modular dialogue system. Hull & Horizon is a two-phase interactive museum experience built for V&A Dundee, allowing visitors to build and test their own RMS Queen Mary.

KEY IMPROVEMENTS: Systems & Game Flow Design, Sequencer & Cinematic Design, Client-Facing Production

Slash & Jump

Slash & Jump

Combat Design Focus
Combat Prototype Combat Design
UE 5.7 | WIP | Solo Project

Combat & Movement Prototype

Engineered movement mechanics and combat systems from the ground up, including combo buffering and state blending. Slash & Jump is a high-mobility combat and movement prototype exploring tactile swordplay and aerial traversal.

KEY IMPROVEMENTS: Fluid & Weighty Combat, Movement & Combat Blending, UE5 Skill Development

Design Analysis
Design Analysis

League of
Legends

Apex Ranked System

LP Mechanics & Soft Cap Interactions MMR Decoupling & Seasonal Resets 3 Structural Proposals

League of Legends — Apex Ranked System Analysis

Systems Analysis
Published Design Analysis Systems Thinking
League of Legends | EUW · Apex-Level Observation | September 2026

Ranked System Design · Game Systems Analysis

A structured systems analysis of LP inflation at apex ranks — root causes, Riot's current approach, and proposed directions. Covers eleven contributing variables, four core system properties, and three proposals for structural improvement.

COVERS: Soft Cap Mechanics, MMR/LP Decoupling, Seasonal Reset Design, Structural Proposals

Strongest Roles

Systems Design

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

Mechanics

I aim to design mechanics that teach the player how to utilize the tools given to them while immersing themselves in the experience, without friction that doesn't get rewarded

Combat

Crafting the tactile feel of combat and movement. Snappy and responsive attacks that utilize weight and risk / reward to make each decision have its own impact

Technical Skills

Engine & Systems
Unreal Engine 5
UE Sequencer
Blueprints
Level Lighting
PCG Systems
Design & Production
Design Documentation
Jira
Miro
Tools & Version Control
Git/Source Control
Adobe Photoshop
Adobe Premiere

ME

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.

Music

Music

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.

Listen on YouTube
Drawing

Drawing

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.

View on TikTok
Cooking

Cooking

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.

Photography

Photography

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.

View Photography

Currently Playing

  • Path of Exile 2 : The passive skill tree is a masterclass in player identity through constraint and the way active skills communicate with each other, create systemic gameplay and fun, satisfying combos, which allows players to explore their own creativity in incredible depth.
  • League of Legends : Ten years of watching Riot rebalance the 150+ champions has taught me a lot about systemic interdependency and balancing for game health and community demands. This game has helped me understand how character skills can be a crucial part of developing player identity and a more personal bond between character and player.
  • The Witcher 3 : The skill tree forces a playstyle commitment, which allows the player to shape their combat experience in a different way with each playthrough. The Witcher Gear hunts encourage progression through exploration, while building the narrative of the world further.
  • Elden Ring : Progression lives in exploration rather than level gates. The vast build variety and potential creates a rich system that allows for incredible amounts of player experimentation, skill expression and discovery.
  • Divinity: Original Sin 2 : Playing it for the first time in 2026 to better understand the role of player skills inside a turn based combat system, and deepen my knowledge on how items and components enhance build variety and the aspect of player experimentation.

CONTACT

Reach out directly: leon.mis.2000@gmail.com

Credits & Attributions