Javier
Fernandez
My work as a
With 2+ years of experience in the gaming industry.
I have worked across creative industries for 10 years, including marketing, music production, visual art, and tattooing.


Level Designer
My work
Stuck in the Present
Studio
Role
Date
DuskWave Arts
Level Designer / Quest Designer
Shipped on September 2025
Stuck in the Present is a narrative-driven, 3D side-scrolling psychological horror game.
As Lead Designer, I designed and implemented 5 levels. The game takes place in a shifting subway network, which challenged me to design changing layouts, looping paths, and hidden passageways.

GROW
Studio
Role
Date
Team Doogh
Level Designer / Game Designer (3C)
October 2025
Grow is a third-person platformer where you must navigate through fractal levels as you grow larger and larger. I designed 7 fractal levels, created the level repetition spawn system using UE5 Blueprints, and modelled some of the assets in Blender so they perfectly fit.

TITI
Solo Gamejam
Role
Date
Level Designer / Combat Designer
October 2025
TITI is a survival rhythm game where you must play as a magical titi monkey who fights the police to protect the rainforest from being exploited.
My objective was to build a combat system with auto shooting and auto targeting similar to vampire survivors mixed with rythm keeping mechanics.

Rumination
Solo Gamejam
Role
Date
Level Designer / Game Designer
July 2025
I created a short top-down narrative escape room where the player must complete daily tasks to progress and break free from a cycle of ruminating thoughts.
I developed this game for the GMTK Game Jam 2025, where it ranked 9th in creativity out of 9,590 entries.
The game features a fractal isometric level with a dynamic layout that introduces new obstacles and tasks each round.


Fusewave
Studio
Role
Date
Buskers
Level Designer / Unity developer
February 2024
Fusewave is a cozy third-person musical adventure demo where the player explores the remnants of a lost civilization alongside a robotic companion.
As Level Designer, I collaborated with Daniela Gamarra to create the layouts, puzzles, and progression flow for the abandoned mall level. I designed dormant robots as roadblocks that reactivated when puzzles were solved, unlocking new areas of the map.

Vetro
Studio
Role
Status
DuskWave Arts
Level Designer / Combat Designer
Concept phase
Vetro is a top-down action roguelike where the player uses materials to craft objects for combat and traversal.
As Lead Designer, I created the combat system and designed the main level layout to support fighting, crafting, and exploration. I also produced the 3D environment and concept art for the project.


Lets get to work!
















