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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.

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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.

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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.

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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. 

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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.

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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.

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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.

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I am a tattoo artist, musician, and soon-to-be dad.

I have been creating art for 11 years, and I invite you to explore my work in tattooing, music, and marketing.

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Lets get to work!

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+1 778 513 1733

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© 2023 by Javier Fernandez.

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