LEON MISOULIS

Gameplay Design · Systems Design · Level Design
Designing spaces and systems that guide players naturally, and bridge the gap between tactile gameplay and beautiful aesthetics. Across solo projects, university teams, and an 18+ person 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

Desktop Only

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.

Level Design

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.

Gameplay Design

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.

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.

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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