MACKEEN SAFI
Level Design Specialist
I am a level designer who focuses on crafting immersive environments and creating compelling narratives. My design philosophy centers on crafting experiences that engage players emotionally and visually. I consistently aim to push the boundaries of game design, seeking innovative ways to enhance immersion and elevate the overall player experience.
SKILLS
TECHNOLOGIES
- Unreal Engine 4 - 5
- Unity 3D
- InstaLOD
- ProTools
LANGUAGES
- C++
- Blueprint
- Bolt
EXPERIENCE

Greene Carnival
LEVEL DESIGNER/
QA LEAD/
VFX
PROJECT GAME/LEVEL DESIGNER
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Designed and blocked the level to support a looping gameplay vision while creating templates to guide the 3D modeling team.
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Integrated assets from the art and modeling team by, adjusting color palettes, developing level templates, and creating mood boards to support our art director in creating a cohesive environment.
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Collaborated with our lead producer to design and execute tests for player interaction in order to optimize level traversal based on findings through A/B testing.
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Utilized Unity Bolt to script an interactive environment, enhancing the level with a dynamic and immersive experience.
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Produced documentation detailing level design workflow and traversal guides for other level designers in the team.
Released Q4 2023, Unity | Bolt | Git
PC | MAC
VFX
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Applied baked lighting with global illumination and volumetric effects to enhance environmental immersion.
- Added a custom water shader to make the environment visually appealing.

Thrown Into Chaos
LEAD PRODUCER/
LEVEL DESIGNER/
PROGRAMMER
PC
Released Q2 2023, Unreal Engine 4 | Blueprint | C++ | Perforce | Adobe Suite (Pr)
PROJECT LEAD
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Managed and delegated tasks to a team of six by creating detailed timelines to meet individual deadlines.
- Presented the final build of the game to a board of 100, demonstrating functionality and development process.
- Onboared teammates into utilizing unreal engine for the first time while sharing personal insights on optimizing workflow.
LEVEL DESIGNER
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Developed levels in an isometric perspective with a 2.5D art style to achieve a retro aesthetic.
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Coordinated with the art team to plan and create set dressing elements, ensuring continuity across levels.
PROGRAMMER
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Programmed and designed the UI/UX for menus and item pickups.
- Tailored the player pawn for the isometric perspective, integrating QoL features such as an enemy lock-on along with an animation blend system for smoother movement and visual feedback.
- ​Created responsive shooting mechanics that changes depending on item pickups placed in the level.