Funko Fusion

Action/Adventure 3rd Person Shooter Game, Unreal Engine 5, AAA
Design Intern From June 2023 to January 2024
Junior Game Designer January 2024 to March 2025
My Responsibilities
As a Junior Game Designer, my responsibilities included-
• Directing the development of multiple levels including Back to the Future, Invincible, NOPE etc.
• Designing and prototyping puzzles, combat encounters and multiplayer modes
• Blueprinting and Implementing multiple systems and mechanics into levels
• Extensive QA testing, bug fixing and polishing of levels
• Writing dialogue for various in-game NPCs
Level Direction
I was the Level Director for the following levels-
Back to the Future
Invincible
NOPE
Tutorial Level
My responsibilities as Level Director for these levels included-
• Designing, implementing and playtesting puzzles and combat encounters across the levels
• Blueprinting functionality of levels, ensuring they were fully playable and working as intended from start to finish
• Working collaboratively with Artists, Programmers and Tech Designers to deliver builds of levels to deadlines
• Populating spaces with collectables, chests and quests
• Fixing bugs, QoL and clarity issues throughout the development cycle of each level
Level Support
I provided development support on other levels including-
Umbrella Academy
Hot Fuzz
Jurassic World
The Thing
My contributions to these levels included-
• Redesigning puzzles and combat encounters where necessary
• Working collaboratively with Programmers, Artists, Animators etc to complete feedback tasks and maintain the levels up until and after the game’s release
• Balance, economy and clarity passes for each level
• Populating the spaces with collectables, chests and quests
• Fixing bugs, QoL and clarity issues for each level
Narrative Design in Levels
I contributed to the narrative of levels in 2 main areas, these were-
Proto Help Posts
Proto Help Posts were objects scattered around levels that provided diegetic tutorials to aid inexperienced players in understanding the core mechanics of the game
These were delivered to players in character to maintain players’ immersion in the game
NPC Dialogue
This was dialogue of core characters of levels, providing players with context, direction and tone to their actions in each level
I ensured each NPC’s dialogue remained true to their character represented in their corresponding IP, mixed with comedic/whimsical tones that come with the Funko aspect of the game









