Mythical Games
Lead / Principle Level Designer
Game Summary
Run, stumble, and fall through frozen battlegrounds packed with chaotic obstacles, survival knockout rounds, and high-stakes races. Play as your favorite Penguin and brainrot characters, team up with friends, and dash past rivals in outrageous costumes to claim victory. With up to 20 players per match, it’s the ultimate penguin party royale from start to finish.​
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Responsibilities
In 2025, I joined the team as a Level Designer, and my responsibilities quickly expanded from supporting live operations to owning the majority of our level content. Over time, I became responsible for:
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Managing all live level localization and addressables
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Building, prototyping, and updating levels
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Playlist ownership and long-term content planning with Product and Art
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Technical implementation and tooling support alongside Engineering
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QA review, playtest feedback, and build verification
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Providing guidance and best practices to junior designers
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Contributing to systems design and new mode concepts
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Creating marketing footage and handling additional cross-team needs
Designed Maps
- Conveyor Chaos
- Haunted Hill
- Scary-Go-Round
- Rumble Raft
- Island
- All Spinner Variant Maps
- Ice n' Dice
- Spinferno
- High Revoltage
- Over 150+ Different Map Blockouts
Content Designed & Implemented
- Game Mode Exploration and Prototyping
- Game Objects and Prefab Creation (such as new Bumper Types, Hazards and more).
Slide Hard
Slide Hard was designed as the game’s first fully slide-driven level, built to function like a large, interconnected skate-park. The primary goal was to create a race-focused map where movement, momentum, and routing became the core pillars of gameplay. Players are encouraged to find shortcuts, experiment with traversal, and optimize their runs through multiple viable racing lines.
Throughout the blockout and iteration process, I focused on maintaining a balance between high-speed flow and approachable challenge, ensuring the layout provided clear readability, skill expression, and memorable callout moments in every playthrough.


Conveyor Chaos
Conveyor Chaos was designed around a core movement principle: the player should never stop moving. Built on a network of continuously shifting conveyor belts, the map forces forward momentum and creates a constant sense of urgency. This foundation allowed me to design a space where players must quickly read the environment, make fast decisions, and solve platforming challenges on the fly.
The layout encourages multiple solutions to each obstacle, rewarding creativity and route-finding as players race one another through large set pieces and dynamic traversal sequences. My focus throughout development was to balance readability with controlled chaos, ensuring that every encounter felt energetic, reactive, and rich with moments players could call out and share.
Scare Go Round
Scare Go Round was designed as a Round 3 map that actively pressures players toward match conclusion (which was a first for the game’s final-round experiences). Set in a semi-circular arena, players must navigate accelerating, moving bumpers while time slowly depletes, creating tension and urgency throughout the round.
Inspired by Mario Party’s “Scare-ousel,” the map emphasizes dynamic movement, player prediction, and risk-reward gameplay. My focus during development was on pacing and readability, ensuring the accelerating environment felt challenging but fair, and that every interaction created memorable, emergent moments as players raced to survive the finale.


Haunted Hill
Hunted Hill was built as the game’s first fully dynamic Capture Point map, designed to shift player positioning and strategy over a tight 60-second round. The objective platform begins at the center (where a swinging ghost hazard adds unpredictable pressure) before traveling to three different corner locations. This movement forces players to constantly reposition and choose the fastest route, whether grinding rails, chaining jump pads, or intercepting opponents.
The core intent was to create a high-energy, mobile objective experience that blended traversal skill with direct competition. Throughout development, I focused on ensuring each point transition felt readable, fair, and tactically meaningful while maintaining the chaos and excitement of a moving, contested objective.
