Pretty Little Disaster
A team-based 3D Isometric Action RPG game developed in Unity, where I contributed primarily as a Level Designer, Narrative Designer and QA support.
A team-based 3D Isometric Action RPG game developed in Unity, where I contributed primarily as a Level Designer, Narrative Designer and QA support.

Level Designer
Narrative Designer
3D Isometric
Action RPG
11 People
PC
4 Weeks
2026
The goal was to create cohesive, engaging levels within an isometric 3D environment while working with mixed asset sources and production constraints. My focus was on improving environmental clarity, gameplay pacing, and overall readability.
Week 1: Asset research, story and dialogue writing, UI mockups.
Week 2–3: Level design, started building layouts for levels.
Mid-project: Playtesting and QA, adding environmental details to make the levels feel alive (pipes, props for steampunk vibe).
End-project: Polishing all levels, testing the full game flow.



A team-based 3D Isometric Action RPG game developed in Unity, where I contributed primarily as a Level Designer, Narrative Designer and QA support.

Level Designer
Narrative Designer
3D Isometric
Action RPG
11 People
PC
4 Weeks
2026
The goal was to create cohesive, engaging levels within an isometric 3D environment while working with mixed asset sources and production constraints. My focus was on improving environmental clarity, gameplay pacing, and overall readability.
Week 1: Asset research, story and dialogue writing, UI mockups.
Week 2–3: Level design, started building layouts for levels.
Mid-project: Playtesting and QA, adding environmental details to make the levels feel alive (pipes, props for steampunk vibe).
End-project: Polishing all levels, testing the full game flow.



A team-based 3D Isometric Action RPG game developed in Unity, where I contributed primarily as a Level Designer, Narrative Designer and QA support.

Level Designer
Narrative Designer
3D Isometric
Action RPG
11 People
PC
4 Weeks
2026
The goal was to create cohesive, engaging levels within an isometric 3D environment while working with mixed asset sources and production constraints. My focus was on improving environmental clarity, gameplay pacing, and overall readability.
Week 1: Asset research, story and dialogue writing, UI mockups.
Week 2–3: Level design, started building layouts for levels.
Mid-project: Playtesting and QA, adding environmental details to make the levels feel alive (pipes, props for steampunk vibe).
End-project: Polishing all levels, testing the full game flow.


