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/Thief VR: Legacy of Shadow

Thief VR: Legacy of Shadow is a narrative-driven stealth VR experience developed over two years. As Senior Level Designer I owned and co-owned multiple levels across the full development cycle; from the first sketch through blockout, iteration, and shipped content. VR brought specific constraints around sightlines, comfort, and performance that shaped every spatial decision

Dev Time: February 2023 - December 2025         Role: Level Designer         Tools: Unity, Miro, Maya

/Key Responsibilities 

  • Designed and shipped approximately half of all missions in the game, owning levels from initial concept through blockout, iteration, and final polish

  • Implemented all core mission logic across levels

  • Sole owner of visual and audio occlusion systems across the entire game, working directly with engineering to implement and maintain them throughout production

  • Collaborated with the lead, director, and narrative team on the ideation and planning of every mission in the game

  • Supported lighting, flow, and enemy placement planning across all missions alongside the lead designer

  • Contributed to quality review across all levels, working with the lead to identify and resolve design issues throughout development

  • Co-implemented gameplay VO across all missions in collaboration with the narrative team

  • Primary point of contact for all level design systems across the team

Every level was built around the same core principles: open, sandbox-style spaces where players choose their own approach; environments that feel like believable, lived-in places rather than game arenas; strong verticality and layered traversal options; and a primary objective always supported by multiple routes and optional paths

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/Ravencroft Manor

Full ownership, planning-led design from concept to ship

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/The Observatory

One level, two opposite story moments

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/New Quarter

Collaborative rapid iteration and scope management

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