The Bourne Conspiracy

Role: Level Designer, Hand to Hand Combat Mechanics Designer
Engine: Unreal Engine
Studio: High Moon Studios
Team Size: 175
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My entry into AAA development involved navigating a major mid-production pivot as the project transitioned from a stealth focus to a high-octane action format. I spent 18 months re-architecting stealth-oriented environments into dynamic action levels, ensuring the layout supported the game’s new kinetic pace. In the final year, I was promoted to own the hand-to-hand combat mechanics, guiding the system through the final polish and balancing phase.
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Beyond development, I served as a spokesperson and gameplay demonstrator for press and corporate leadership across Europe and the U.S., representing the title at major events including the MLGS tournament and the US Open of Surfing.
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Key Contributions:
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Level Conversion: Redesigned and retrofitted existing stealth maps to accommodate aggressive combat and cover-based action.
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Combat Ownership: Led the design and refinement of the core hand-to-hand combat system through the critical shipping phase.
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Public Relations: Acted as a technical demonstrator for international press tours and high-profile corporate presentations.
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Check out my level and mechanic work below:


