
/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
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Designed and shipped approximately half of all missions in the game, owning levels from initial concept through blockout, iteration, and final polish
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Implemented all core mission logic across levels
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Sole owner of visual and audio occlusion systems across the entire game, working directly with engineering to implement and maintain them throughout production
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Collaborated with the lead, director, and narrative team on the ideation and planning of every mission in the game
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Supported lighting, flow, and enemy placement planning across all missions alongside the lead designer
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Contributed to quality review across all levels, working with the lead to identify and resolve design issues throughout development
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Co-implemented gameplay VO across all missions in collaboration with the narrative team
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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
/Ravencroft Manor
Full ownership, planning-led design from concept to ship
/The Observatory
One level, two opposite story moments
/New Quarter
Collaborative rapid iteration and scope management


