Alex Puntos
Level Designer
Level Designer
Singleplayer submission to the Lorn's Lure Workshop Competition.
Tools: Unity 2019
Production: Mar. 25 - Apr. 1, 2025
Quake (1996) custom 8-player multiplayer map.
Tools: Trenchbroom
Timeframe: Sept. 28 - Nov. 2, 2023
Concept horror game level greybox.
Tools: Unreal Engine 5, Maya
Production: Oct. 31 - Dec. 12, 2024
Quake (1996) custom singleplayer level.
Tools: Trenchbroom
Production: Nov. 23 - Dec. 18, 2023
Single-Player Boomer Shooter tutorial level as part of 10-Person project.
Tools: Unity 6, Miro, Figma, Adobe Suite
Production: January 2026 - Present
Miscellaneous 2D explorations of map and encounter designs for the Fallout 2d20 TTRPG.
Rogue-Like Cooperative Dungeon-Crawling Tabletop System
Tools: Miro, Figma, Adobe Suite
Roles: Co-Developer, Grahic Designer
Production: [PLACEHOLDER]
Tactical Competitive Miniature Deckbuilder Arena Tabletop Game
Tools: Miro, Adobe Suite
Roles: Co-Developer, Grahic Designer
Production: [PLACEHOLDER]
Arcade Single-Input Beat-'Em-Up made within 2-week sprint.
Tools: Unity 6, Adobe Suite
Roles: Sole Developer, Graphic Designer
Production: [PLACEHOLDER]
I am Alex, a Junior Level Designer for 3D games. Being skilled in visual design fundamentals and game theory, I am capable of analyzing gameplay mechanics/systems and discovering interesting ways to incorporate them into cohesive environments. Borrowing techniques from my experiments in graphic and architectural design—spatial sequencing, composition framing, gestalt principles, etc.—I am able to blend design sensibilities from the real world into the virtual, providing engaging "playgrounds" and subtly guiding the player experience.
I have several years of experience in crafting single and multiplayer levels, utilizing linear and open-area designs. My focus is on crafting spaces which balance readability, narrative immersion, and player freedom while highlighting the core mechanics of the game.
As a child, I would often spend hours in built-in level editors and empty maps. I love to play video games as though it were an "E3 Showcase" (as my friends describe) as it allows me to immerse myself in the environment and realize the minute design choice that crafted the experience. I believe that designing great games starts with noticing the individual components that made your favorite experiences so memorable.
Outside of video games, I have spent over 8 years as a tabletop game master, running systems Dungeons and Dragons, Lancer, Mörk Borg, and GURPS. I have led sessions for both new and experienced players in the hobby, and I am one of several GMs within a long-running play-by-post Fallout 2d20 game with over 50 players! I've collaborated with other GMs in designing custom mechanics, writing extensive narrative/worldbuilding documentation, and running countless "excursions" (sessions) over the past three years.
Some Games I Love...
Bioshock
Warhammer 40k: Darktide
Half Life 2
Fallout 1
Fallout: New Vegas
Silent Hill 2
Signalis
State of Decay 2
Titanfall 2