GAME DESIGNER
HI! I'M CORVIN.
GAME DESIGNER & CREATIVE
I design the spreadsheets that make players stay up too late.
Game designer with a foundation in level design, systems design, and narrative design. Bonus: I have the technical ability to prototype and ship what I conceive.
>> PRESS START <<// ABOUT_ME
Hi. I'm Corvin. I'm a game designer whose ideal Friday night would be spent buried in a design document with a coke zero in my hand.
I prototype and ship my own designs: Branching dialogue systems, bestselling plugins, and whatever else keeps me awake. If the problem is worth solving, I'm already figuring it out. My technical ability to build what I design means nothing gets lost in translation.
Design tools: GDD authoring, systems mapping, blockout & greybox, Unreal Engine 5, GameMaker Studio 2, C++, PaperZD
// SKILL_TREE
// PROJECT_LOG
Contracted level design on an in-production UE5 open-world monster tamer.
Designed exploration flow and pacing across blockout phases, built procedural level design tooling to accelerate iteration, and crafted traversal puzzles that give players agency over how they discover the world.
A minesweeper roguelike with its own language, history, and magic system woven into every mechanic.
Designed from scratch: turn-based combat, a data-driven dialogue system, countless items and statistics, and a progression loop built for replayability.
Long-form game design video essays — 7k+ subscribers, 1.6M+ views.
Researching, writing, and producing deep-dives on systems design, player psychology, and design philosophy. The channel exists because the thinking behind the work matters as much as the work itself.
Unreal Engine 5 Plugin with 75,000+ downloads on Fab. Helping thousands procedurally generate their worlds for free.
Built the tool, shipped it solo, and let 75k developers validate the usefulness of the design.
Production-grade real-time digital human built in UE5 for Usher's 2025 US tour.
17 iterations of facial mesh sculpting, Groom hair, cloth physics, and real-time performance optimization. Understanding the character tech pipeline at this level directly informs what's designable and what's actually shippable.
Contracted roguelike based on snake x civilization.
Designed eight wagon classes with distinct mechanical identities, a procedural hex world built for emergent exploration, and a 2.5D visual style Every technical decision (multi-threaded Level Instances, PaperZD, custom post-process shaders) was made in service of a design goal.
★ 1st Place Visuals — Ludwig Jam 2023
Action-adventure rhythm game built for the Ludwig Game Jam 2023 — dodge and weave through a Wild West dimension across three stages to reunite with Ludwig. Features a Reflex time-slowdown mechanic and a full original soundtrack.
★ Kitbasher Award — Unreal MegaJam 2022
Concepted, designed, and shipped a full game in one week: you're a rock solving your own murder.
I handled puzzle design, dialogue, character, cinematics — complete from concept to playable.
★ 2nd Place Nationals — TSAA 2022
Puzzle-adventure where traversal mechanics and bullet-hell combat layer on top of each other as players move through living paintings.
Designed the full system: movement, combat rhythm, puzzle logic, and difficulty curve.
Seen enough? Let's talk.
// NPC_REVIEWS
"A tremendously talented individual who thrives in both solo and group projects. His authentic work ethic and excellent communication make him an invaluable member to any team!"
"He is so incredibly talented and important to me, and without his time, input, and consistency, there is no chance that the joys and successes of my life would have played out."
// CONTACT.EXE
Building a world worth playing in? I design the systems and spaces that make it feel real — let's talk.