Izel Levi | Technical Game Designer


  • Passionate technical game designer with +5 years of professional experience

  • Seasoned in AAA games industry with a shipped game

  • Specializing 3C and balacing player abilities

  • Works on creating innovative mechanics and problem solving via balancing gameplay features

  • Implements mechanics by several coding languages

Izel Levi | Technical Game Designer Portfolio Reel

Work Experience

OFF THE GRID | Gunzılla Games


Genre: TPS, Battle Royale

  • Owned, designed and scripted various player character (3C) features and gameplay prototypes using Unreal Engine 5 and Gameplay Ability System

  • Developed and implemented combat abilities in collaboration with animation, engineering, SFX, and VFX

  • Translated design concepts and prototypes into technical documentation needed for engineers and QA

Elpis | Indie Project


Genre: TPS, Adventure

  • Designed, prototyped and scripted the features and combat elements of the player character using UE5, including the interaction mechanics with level design

  • Built and scripted enemy AI using state machines and behaviour trees while creating their UI elements

  • Documented the game design document, enhancing the production pipeline and communication between teams

Rushaway | Fernvaille


Genre: FPS, Battle Royale

  • Designing character and combat mechanics aligned with battle royale rules and feature constraints

  • Iterating and optimizing player abilities for multiplayer balance, improving combat and player experience.

  • Authoring design documentation defining gameplay systems and mechanics, enabling efficient implementation across cross - disciplinary teams.

Playable Demos

Lone Men | Personal project


  • Designed and programmed the character controller script on chess styled levels, using C# and Unity

  • Scripted audio narration and camera sequences in order to improve smooth level transitions between puzzle sections

  • Merged the communication between art and design, producing the most viable product

Articles

Creating an interactive endless runner | Machinations


Had the pleasure to be invinted by Machinations to write an article about building a core gameplay loop and designing an interactive endless runner game. The articles main point revolves around creating an in-game resource economy using Machinations diagrams without building a prototype in a game engine. Additionally, got to elaborate this system within an official live seminar on their behalf.