I was the level designer for Mega Jump. This role involved creating many ‘patterns’ for the players to work through as they blasted upward. Game was that of an endless jumper, where collecting a gem, coin, or power up would propel the player further up. If they missed one of the collectibles, they’d fall and lose. I was also responsible for running user testing on the game, gathering feedback and incorporating the learnings back into the level(s). As the team grew, I also worked to onboard and manage the other level designers.