top of page

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 Logo

Greene Carnival

LEVEL DESIGNER/
QA LEAD/
VFX

PROJECT GAME/LEVEL DESIGNER

  • Designed and blocked the level to support a looping gameplay vision while creating templates to guide the 3D modeling team.

  • 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.

  • 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.

  • Utilized Unity Bolt to script an interactive environment, enhancing the level with a dynamic and immersive experience.

  • 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

  • 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 Logo

Thrown Into Chaos

LEAD PRODUCER/
LEVEL DESIGNER/
PROGRAMMER

PC

Released Q2 2023, Unreal Engine 4 | Blueprint | C++ | Perforce | Adobe Suite (Pr)

PROJECT LEAD

  • 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

  • Developed levels in an isometric perspective with a 2.5D art style to achieve a retro aesthetic.

  • Coordinated with the art team to plan and create set dressing elements, ensuring continuity across levels.

PROGRAMMER

  • 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.

EDUCATION

UC SANTA CRUZ

Sep 2022 - Jun 2024

BACHELOR OF ARTS | ARTS AND DESIGN: GAMES AND PLAYABLE MEDIA  3.4 GPA

BERKELEY CITY COLLEGE

Jan 2019 - Jun 2022

I.G.E.T.C CERTIFICATE & GAME DESIGN CERTIFICATE

REFERENCES

PHILIP CAMPBELL

ART TOOLS

  • Maya
  • Gaea
  • Blender
  • Substance Painter
  • Adobe Suite (Ai, Ps, Pr)

SOURCE CONTROL

  • Perforce
  • Git

Last Updated: 11/15/2024

bottom of page