I led the level design for Mega Blast. As the lead level designer, I was responsible for making unique patterns that would fit into the pattern spawning system, designing the traps players would encounter, and planning the difficulty progression of the levels. I also worked to review and guide the level design team on their work. In addition to level design, I worked on blueprint scripting for the game. I build much of the character controls, camera controls, interactions, and many of the UI systems for the game.
Unfortunately, the game was never released.