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
Work Experience
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

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

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
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.
