OPEN TO INTERNSHIPS & ENTRY-LEVEL ROLES · GRAD MAY 2027
HI! I'M CORVIN.
Systems, gameplay, and level designer
I design the spreadsheets that make players stay up too late.
>> PRESS START <<// ABOUT_ME
Hi. I'm Corvin. I'm a systems and gameplay designer with a foundation in level and narrative design, studying Computer Science at SNHU (graduating May 2027). My ideal Friday night is spent buried in a design document with a coke zero in my hand.
I prototype and ship my own designs: Branching dialogue systems, a UE5 plugin with 75k+ downloads, 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, balance spreadsheets, systems mapping, blockout & greybox, Unreal Engine 5, GameMaker Studio 2, Unity, C++, PaperZD
// SKILL_TREE
// WORK_EXPERIENCE
A minesweeper-inspired roguelike with fantasy roots. Coming to Steam.
Authored GDD, implemented combat mechanics, designed diverse systems, balanced weapons and enemies, and conducted group playtesting sessions.
Contracted level design on an in-production UE5 open-world monster tamer.
Blocked out levels in greybox, designed puzzles, dressed and lit every level with modular kits, worked with dev team to integrate current gameplay, developed level design tools.
Contracted Snake x Civilization roguelike with Vampire Survivors-style combat.
Designed the wagon leveling system across 14 unit types, gave each wagon class a distinct mechanical identity, worked with client and team to create a pipeline, designed a procedural hex world, concepted a 2.5D visual style.
UE5 gameplay systems for multiple client projects, including scripting and balancing for an undisclosed mobile game.
Mentors students 1:1 on game design, level design, Blueprints, C++, and prototyping.
Production-grade real-time digital human built in UE5 for Usher's 2025 US tour.
Sculpted facial mesh, groomed hair, created cloth physics, and animated character to be used in real-time animation.
Took classes of 6–12 students from zero experience to a playable multi-level game in 7 weeks.
Wrote and taught curriculum on design theory, greyboxing, GDDs, player psychology, and engine fundamentals across GameMaker, Unreal, and Unity.
// PERSONAL_PROJECTS
Battle royale mode analysis: why do some Apex Legends modes stay while others disappear? A scored, tiered breakdown of six LTMs.
Turned the analysis into Re-Kill, an original LTM concept where kills earn your team respawns, with a test plan and starting metrics.
Unreal Engine 5 Plugin with 75,000+ downloads on Fab. Helping thousands procedurally generate their worlds for free.
Built the tool in C++, tested tool reliability, shipped it to fab, managed community discord server, released bug-fixes and updates per community request.
Long-form game design video essays — 7k+ subscribers, 1.6M+ views.
Researched, wrote, and edited videos focused on design philosophy, development tricks, and systems design.
// GAME_JAMS_&_COMPETITIONS
★ 7th Place — 49th gm(48)
Bullet-hell x rhythm couch co-op made in 48 hours for the "Total Darkness" jam. One cat can see. One man cannot.
Headed a team of 3, authored the GDD, and designed systems — combat balance, gameplay feel, dialogue, and rhythm tuning.
★ 1st Place Visuals — Ludwig Jam 2023
Action-adventure bullet-hell built for the Ludwig Game Jam 2023.
Designed and balanced bullet-hell systems, integrated 2D art into 3D Unreal Engine scenes, built the dialogue engine, conducted playtesting sessions, shipped project.
★ Kitbasher Award — Unreal MegaJam 2022
Concepted, designed, and shipped a full game in one week: you're a rock solving your own murder.
Blocked out levels, designed challenging puzzles, developed physics-based movement mechanics, integrated motion capture into development pipeline.
★ 2nd Place Nationals — TSA 2022
RPG puzzle-adventure where players travel through time using paintings.
Authored GDD, designed puzzles, blocked out levels, balanced gameplay, designed system for organized dialogue, conducted group playtesting sessions for each vertical slice.
// 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!"
// CONTACT.EXE
Hiring a design intern or entry-level systems designer? I'd love to hear what you're building — let's talk.