
Splitgate 2
Level Designer | August 2022 - November 2023
- Senior level responsibilities, working directly with directors and leads, managing levels and owning the Level Design Documentation
- I work extensively with terrain and landscape art tools
- A big focus of my work was making spaces feel real and working closely with art to ensure the level's hold their artistic integrity while designing a fun play space.

Unreleased Map | 4v4
This level was an unreleased arena map intended for Splitgate's final update but as production on Splitgate 2 got moved forward, said update was cancelled. While the Level was approved, it never got art or saw its way into the game.
That was until it was accidently released to the community along with 2 other unpublished levels by a community manager.
I was very happy that they were finally able to play on it and the level was well received.



HammerHead | 4v4
Hammerhead was my first design made when I started at 1047. The marketing team asked if I could design an arena in the game's map editor for the 2022 community MVP $10k tournament.
My map was well received by the community and used mainly during the finals.
Competitive Tournament | Introduction To Splitgate's Meta | Pacing And Area Control


North of map - Facing North
North of map - Facing South


South of Map - Facing North
South of Map - Facing South


Left Wing of Map - Facing North
Right Wing of Map - Facing West
How The Design Works:
- Understanding where players want to rush off start and how a choke point like that affects interactive geometry and sightlines. The key meeting point has inherent line of sight to each starting point but is well segmented from most other areas of the map to make the rush more important.
- Areas where build up of conflict can occur has plenty of space for portaling so players can't cut off movement to cripple enemy players. This is less so the case for power positions and choke points to give players incentive to use counter play rather than strong armed pushes that could result in poor outcomes.
- Movement spaces that would have originally used ramps for vertical movement have now integrated portals for more Splitgate focused design that utilises both movement and engagement planning with the option to use these portals to also jump to other spots on the map. Removing ramps also negates frustrating "head-glitch" points.
- Takes advantage of sandbox when players dominate alternate ends of the map, giving enemy team resources to push them out of their comfort zone.