AAA ACTION-ADVENTURE SCIENCE-FICTION PC / CONSOLE
DETROIT:
BECOME HUMAN
GAME & LEVEL DESIGNER
In a world where every choice carries consequences.
I designed and integrated interactive sequences, branching choices and conditional gameplay, ensuring that player decisions shaped dialogue, character relationships and narrative outcomes.
01
MY ROLE &
CONTRIBUTIONS
I contributed to the design, integration and development of several chapters, working on interactive sequences, branching narrative logic, environmental puzzles and player progression. My responsibilities ranged from gameplay implementation and animation integration to maintaining narrative consistency, refining player choices and preparing chapters for beta.
GAME & LEVEL DESIGN
Designed and refined interactive sequences, environmental puzzles, stealth challenges and player flow, focusing on pacing, guidance and meaningful gameplay decisions.
NARRATIVE INTEGRATION
Managed branching narrative conditions, dialogue options, character relationships and the consequences of player choices across interconnected chapters.
GAMEPLAY INTEGRATION
Integrated interactions, objectives, dialogue UI, progression conditions and gameplay events, ensuring consistency between narrative intentions and playable sequences.
ANIMATION & MOTION CAPTURE
Prepared and supervised animation requirements during motion capture sessions, while integrating and refining animation sequences to support gameplay and storytelling.
ITERATION & POLISH
Tested, debugged and refined interactive sequences, addressing narrative inconsistencies, gameplay readability and progression issues throughout development and beta preparation.
02
SELECTED CHAPTERS
I contributed to the design, integration and production of seven chapters in DETROIT: BECOME HUMAN, working across interactive sequences, branching narratives, environmental puzzles and gameplay challenges.
My responsibilities included implementing interactions, dialogue systems, objectives and UI, as well as refining player flow, supervising animation requirements and maintaining narrative consistency across multiple story paths.
A central challenge was ensuring that player choices remained meaningful, understandable and coherent, with consequences that carried naturally across the experience.
A NEW HOME
Interaction Design · Branching Narrative · Gameplay Integration
I was responsible for bringing A NEW HOME to beta, working on animation sequencing, critical-path interactions, dialogue UI and objective integration.
One of the chapter’s main design challenges was managing a large number of optional interactions within a narrative-driven environment. Progression depended on completing a certain number of activities, while the specific interactions players discovered or performed could influence future dialogue options, reveal additional information and affect subsequent chapters.
My work involved managing interaction availability, objective activation and completion, and the narrative conditions connecting player actions to later consequences.
Throughout development, I focused on maintaining consistency between player choices, character knowledge and narrative outcomes, ensuring that exploration remained meaningful without compromising the chapter’s pacing or progression.
WAITING FOR HANK...
Interaction Design · Player Agency · Narrative Pacing
I worked on the integration of objectives, dialogue systems and UI, while managing player flow and narrative progression throughout WAITING FOR HANK.
The chapter presented a particular design challenge: creating a hub-like environment filled with optional interactions, while giving players only a limited amount of time to explore them.
Players had to balance investigating their mission with learning more about their partner, Hank. Their actions could unlock additional interactions, influence the progression of the scene and affect the relationship between the two characters.
My work focused on managing interaction availability, progression conditions and narrative dependencies, ensuring that players could pursue different priorities within the time available.
A key consideration was preserving meaningful player agency while maintaining clear objectives, coherent consequences and a natural narrative pace.
JERICHO
Puzzle Design · Environmental Guidance · Gameplay Integration
I was responsible for integrating the chapter’s main gameplay mechanic: an environmental puzzle built around following a trail of hidden clues through the city.
The central design challenge was guiding players progressively away from familiar urban spaces toward increasingly secluded, hidden and restricted areas, using environmental interactions rather than explicit directions.
I worked on the puzzle’s implementation and the integration of its interactions, ensuring that each discovered clue provided enough information to identify the next step while preserving a sense of exploration and discovery.
A key consideration was balancing accessibility with player engagement. The puzzle was not intended to be particularly difficult, but it needed to encourage observation, reward curiosity and make players feel actively involved in finding their way to Jericho.
My work focused on maintaining a clear progression between clues, supporting environmental storytelling and ensuring that the overall experience remained intuitive without removing the satisfaction of solving the puzzle.
LAST CHANCE CONNOR
Puzzle Design · Branching Narrative · Motion Capture
I worked on LAST CHANCE CONNOR from an early stage of development, contributing to the design and integration of a narrative-driven puzzle positioned near the end of the game.
One of the chapter’s main challenges was managing its connections to multiple previous storylines. Depending on their earlier decisions, players could arrive with different information, available items, character relationships and dialogue options, directly affecting their ability to solve the puzzle.
I designed the puzzle to accommodate these variations, ensuring that its mechanics remained consistent with the narrative context while supporting different approaches and outcomes.
My responsibilities also included managing narrative dependencies and maintaining consistency across branching story paths, so that previously established choices were accurately reflected in the chapter.
I also prepared and attended motion capture sessions, supervising animation requirements to support the intended interactions and narrative sequences.
The overall objective was to create a coherent investigation experience in which previous decisions had tangible consequences, while preserving the logic, readability and dramatic tension of the puzzle.
BATTLE FOR DETROIT
Stealth Level Design · Threat Readability · Narrative Gameplay
I worked on BATTLE FOR DETROIT from an early stage of development, supervising the level design of a stealth sequence in which players had to navigate through an armed militia while remaining undetected.
My responsibilities included designing and refining cover placement, enemy patrols, movement opportunities and scripted events, as well as managing success and failure conditions.
One of the main design challenges was ensuring that players could clearly identify the source of danger, understand their destination and recognize when it was safe to move between cover points. This required carefully balancing environmental readability, patrol timing and the tension created by enemy presence.
I also participated in motion capture sessions, helping translate the intended narrative tension into character actions and gameplay situations.
Another important aspect of my work involved transforming certain narrative choices into direct gameplay interactions rather than presenting them through dialogue options. This approach aimed to strengthen immersion by allowing players to express their decisions through actions.
Throughout development, I focused on creating a tense but understandable experience, where successful progression depended on observation, timing and informed decisions rather than unpredictable threats.
THE BUS TERMINAL
Decision Design · Time Pressure · Player Feedback
I was responsible for designing and integrating the chapter’s main gameplay challenge, built around a time-sensitive situation requiring players to evaluate several possible courses of action.
One of the main design challenges was communicating three essential elements: the time available, the options players could consider and the potential consequences of their decisions.
Rather than relying solely on an explicit countdown, the time constraint was represented through an evolving threat. My work focused on making this danger immediately identifiable while keeping its precise timing difficult to anticipate, maintaining tension without compromising player understanding.
I also worked on dialogue integration and the management of narrative outcomes, ensuring that player decisions remained consistent with the available options and the unfolding situation.
The objective was to create a sequence where urgency emerged naturally from the narrative context, encouraging players to make informed decisions under pressure while preserving a sense of agency and responsibility for their choices.
THE BORDER
Camera Design · Environmental Readability · Branching Narrative
I worked on the integration of narrative choices and gameplay interactions in THE BORDER, a late-game sequence where the available options depended on decisions made throughout the adventure.
As in THE BUS TERMINAL, the challenge involved presenting meaningful choices under time pressure while ensuring that players could understand their options and anticipate their potential consequences.
The chapter introduced an additional constraint: the character moved forward automatically and very slowly through a queue, leaving players with control over the camera rather than direct movement.
My work focused on finding an effective camera setup that allowed players to observe the environment, identify relevant points of interest and understand the interactions available to them, all from a highly restricted position.
I also worked on maintaining consistency between previously unlocked narrative options, the information presented to players and the outcomes resulting from their decisions.
At this late stage of the story, a key priority was ensuring that consequences felt understandable and connected to player choices, avoiding situations where important outcomes could appear arbitrary or beyond the player’s control.
03
DESIGN CHALLENGES
Working on a branching narrative game presented unique design challenges, where player decisions, available interactions and narrative consequences had to remain consistent across multiple story paths.
Across seven chapters, I worked on balancing player agency, narrative coherence, gameplay readability and pacing, ensuring that complex interactive situations remained intuitive, engaging and meaningful.
INTERACTION & TIME MANAGEMENT
Interaction Systems · Narrative Pacing · Player Flow
Several chapters featured environments containing numerous optional interactions, sometimes combined with limited time or progression conditions.
I worked on managing interaction availability, activation requirements and completion states, ensuring that players could explore different opportunities without disrupting narrative progression.
The challenge was to balance freedom and pacing: allowing players to investigate, discover additional information or develop character relationships, while maintaining clear objectives and meaningful constraints.
In time-sensitive sequences, I also focused on communicating urgency through gameplay and environmental threats rather than relying exclusively on explicit timers.
GAMEPLAY READABILITY
Environmental Guidance · Camera Design · Player Feedback
Across puzzles, exploration and stealth sequences, a central challenge was ensuring that players understood their surroundings, available actions and potential risks without excessive guidance.
I worked on environmental clues, camera framing, interaction feedback, patrol timing and level layouts to communicate information naturally through gameplay.
Whether guiding players toward hidden clues, helping them identify safe movement opportunities or presenting important decisions from a restricted viewpoint, my approach focused on making situations understandable while preserving exploration, tension and discovery.
MEANINGFUL PLAYER CHOICES
Choice Readability · Player Agency · Narrative Design
In a choice-driven experience, players need to understand the intention behind their decisions, even when the long-term consequences remain uncertain.
A recurring challenge was ensuring that dialogue options accurately communicated the actions or intentions they represented, avoiding situations where the resulting behavior contradicted player expectations.
I also worked on translating certain narrative decisions into direct gameplay interactions, allowing players to express their choices through actions rather than dialogue alone.
My focus was on preserving meaningful player agency while ensuring that consequences felt coherent and connected to the decisions made.
BRANCHING NARRATIVE CONSISTENCY
Narrative Logic · Conditional Systems · Gameplay Integration
One of my recurring responsibilities was maintaining consistency across interconnected narrative branches, where previous decisions could affect dialogue, available items, character relationships and gameplay opportunities.
I worked on managing these dependencies and integrating their consequences into playable sequences, ensuring that each chapter reflected the player’s journey while preserving narrative logic and progression.
This was particularly important in late-game chapters, where multiple storylines converged and different combinations of previous choices had to remain compatible with the intended experience.
04
MISSIONS &
RESPONSIBILITIES
From early development to beta, I helped shape interactive sequences where player choices, narrative consistency and gameplay clarity were closely interconnected.
Across seven chapters of DETROIT: BECOME HUMAN, my responsibilities spanned gameplay and level design, interaction and puzzle implementation, branching narrative integration, and production support.
I worked on translating narrative intentions into playable experiences, managing conditional interactions, dialogue options, objectives and their consequences across interconnected storylines. My contributions also included animation sequencing, motion capture preparation and supervision, camera adjustments, gameplay debugging and bringing chapters toward beta quality.
- Interactive sequences and player flow.,
- Branching narrative logic and conditional interactions.
- Player choice readability and narrative outcomes.
- Motion capture preparation and on-set supervision.
- Environmental puzzles and stealth level design.
- Dialogues, objectives and UI integration.
- Camera framing and environmental guidance.
- Gameplay testing, debugging and polish.
05
SCREENSHOTS
Explore the world of DETROIT: BECOME HUMAN through a selection of screenshots showcasing its cinematic environments, characters and interactive storytelling.
06
GAMEPLAY
VIDEOS
Discover selected gameplay sequences illustrating my contributions to interactive storytelling, environmental puzzles, player choices and narrative-driven challenges.
JERICHO
A journey through Jericho, highlighting environmental exploration, player guidance and the integration of interactive sequences to maintain narrative flow and gameplay pacing.
LAST CHANCE, CONNOR
An investigation sequence built around previously collected clues, environmental interactions and player guidance, highlighting how exploration and progression support branching narrative outcomes.
BATTLE FOR DETROIT
A high-stakes narrative climax combining interactive sequences, time-sensitive decisions and gameplay challenges, highlighting the integration of player choices and their consequences into the story’s progression.
07
EVERY CHOICE DEFINES WHO WE ARE.
Step into a world where humans and androids collide, explore interconnected stories and discover how every decision can shape the fate of Detroit.