Kenzey Estes
Level Designer

Projects

November 2025 – July 2026
Level Designer
Mythbound | 3rd Person Multiplayer Norse Arena Brawler
  • Translated technical design documents into compelling spatial layouts, ensuring that level geometry complemented the programming team's movement systems and combat mechanics.
  • Architected a comprehensive blockmesh prototype to stress-test gameplay systems, providing a stable environment for the development and debugging of player abilities.
  • Prioritized player pathing and gameplay flow by creating a layout that respects technical performance budgets while maintaining high-fidelity composition.
  • Refined level assets and environmental triggers to align with the established visual target, ensuring all interactive elements were properly optimized for the engineering pipeline.
February – March 2026
Level Designer
The Twin Mires | Zelda Inspired Dungeon
  • Gameplay Blueprints: Built the core "Summoning Echoes" and "Swordfighter Form" mechanics from scratch, allowing players to toggle between different playstyles.
  • Camera System: Blueprinted a custom isometric camera to match the game's signature perspective, ensuring it stayed consistent during combat and exploration.
  • Linear Pathing: Structured the dungeon with a clear beginning, middle, and end to keep the player moving forward without getting lost.
  • Late-Game Utility: Designed the rewards and puzzle outcomes to provide players with new methods for handling complex puzzles later in the game.
  • Visual Communication: Used the environment to hint at possible solutions, guiding the player to think creatively about their inventory of abilities.
September – November 2026
Level Designer
Garden of Mirrors | 3D Interactive Scene
  • Conceptualized and executed level layouts for a Greek mythology-based project, transitioning character concepts into playable spaces.
  • Authored exploratory blockouts designed to support future visual development and narrative pacing.
  • Iterated on environmental composition to direct player attention and improve navigation/flow.
  • Bridged the gap between design and art by providing structural frameworks that informed asset and animation requirements.

About

From a young age, I've always been interested in the immersive fantasy elements found in video games and pop culture. From the Legend of Zelda to Lord of the Rings to Star Wars, I was fascinated by the worldbuilding. A lifetime of bonding with friends and family through video games has given me firsthand experience in the power of connection through the medium. One of my current goals is to work within an independent development team to tell stories that allow players to form similar connections for themselves.

Here are a few of my interests outside of designing video games!

  • Dungeons and Dragons, both being the Game Master and a player!
  • Anything fantasy will get me hooked, whether it's reading or a TV show.
  • Hiking
  • Traveling