ALEX FERRAZ

GAME AND LEVEL DESIGNER

5+ years of experience in Indie and AAA

EXPERTISE

LEVEL BLOCKOUT

PVE COMBAT

PUZZLE DESIGN

PLAYTEST

 

MODULAR KIT

PVP LEVEL DESIGN

NARRATIVE

DOCUMENTATION

PROFESSIONAL WORKS

OTHER PROJECTS

EXPERIENCE

OCTOBER 2025 - AUGUST 2026

NVIZZIO CREATIONS

Unannounced Title

 
Main Level Designer

UE5/Blueprint

Established the level design pipeline

Designed the architectural modular kit, layouts and levels, and scripted events

JUNE 2024 - JULY 2025

TUBULENT/CLOUD IMPERIUM GAMES

Star Citizen

 
Level Designer

Star Engine

Supported the level design team on the Contested Zones and Storm Breaker events

Refactored maps to adapt new contents

SEPTEMBER 2021 - SEPTEMBER 2023

ADGLOBE

Cancelled Project

 
Level Designer

UE4/Blueprint

Building levels mixing traversal, puzzle, and encounters 

Designed systems and enemies

 

JANUARY 2019 - MARCH 2020

ASTROLABE INTERACTIVE

Sacrifice Your Friends

 
Level Designer

Unity/C#

Designed multiplayer combat areas from blockout to art pass

Designed and scripted mechanics and event

OCTOBER 2025 - AUGUST 2026

NVIZZIO CREATIONS

Unannounced Title

 
Main Level Designer

UE5/Blueprint

Established the level design pipeline

Designed the architectural modular kit, layouts and levels, and scripted events

 

JUNE 2024 - JULY 2025

TUBULENT/CLOUD IMPERIUM GAMES

Star Citizen

 
Level Designer

Star Engine

Supportaed the level design team on the Contested Zones and Storm Breaker events

Refactored maps to adapt new contents

 

SEPTEMBER 2021 - SEPTEMBER 2023

ADGLOBE

Cancelled Project

 
Level Designer

UE4/Blueprint

Building levels mixing traversal, puzzle, and encounters 

Designed systems and enemies

 

JANUARY 2019 - MARCH 2020

ASTROLABE INTERACTIVE

Sacrifice Your Friends

 
Level Designer

Unity/C#

Designed multiplayer combat areas from blockout to art pass

Designed and scripted mechanics and event

PROCESS

1
Brainstorm and research

 

    • Brainstorming session

 

    • Architectural research related to the theme of the level or game

 

    • Researching games with similar styles to identify what players liked and disliked

 

    • Proposal of new concepts that can be harmonized with the game design 
2
Organization and concept

 

    • List of ingredients, constraints, and intentions, for the level

 

    • Creation of a moodboard

 

    • Drafting of the first preparatory documents: LDD, GDD, flow chart, etc.

 

    • Consulting with my colleagues to adjust the concept before finalizing the documents
3
Prototyping

 

    • Level design patterns and paper layout

 

    • First blockout to test the distance and feeling

 

    • Where is the fun? Seeking feedback from the team or players

 

    • Iterating the level by building on what works
4
Implementation

 

    • Working with the multiple departments to implement the game components

 

    • Iterating the level to optimize the implementation or changes that occur during the production 

 

    • Fix bugs spotted by the QA team

 

    • Rejoicing when all the efforts finally bear fruit because the players are having fun.

PROFIL

As a level designer, I design my levels to tell a story in order to immerse the player in the fantasy of the game.

My academic and professional experiences have given me a strong foundation in research and organization.

I am a supportive team player, always ready to offer a helping hand to move the project forward.

On a project, I prioritize good communication with my colleagues to know their needs and intentions.

And I make a damn fine coffee!

CREATIVE
Problem-solving oriented

RIGOUROUS
Rigorous, reliable and organized

MOTIVATED
Ready to provide my energy and expertise

CURIOUS
Always ready to learn and discover

SOFTWARE