
Khion I: No Return
Award-winning PS4 horror title — gameplay mechanics and level logic in Blueprints, lighting built for navigation and dread. 2 national awards (2018).
View project →I'm Gorka García, a Technical Level Designer with 6+ years of experience shipping AA titles across console, PC and mobile. Specialized in UE5 level scripting, player navigation and systemic gameplay design using Unreal Blueprints.
Primary Level Designer on Transformers: EarthSpark – Expedition and designer of 4 levels on Star Trek: Prodigy – Supernova, both published by Outright Games. Currently contributing to an unannounced AA RPG under NDA.
Gorka García — Spain
// Expertise
Shipped titles — Unreal Engine 4 & 5 — Outright Games
Star Trek: Prodigy
– Supernova
4 levels designed end-to-end — co-op puzzles, time travel mechanics, economy modeling and Blueprint scripting. AA title on 6 platforms.
Transformers: EarthSpark
– Expedition
Primary Level Designer on a full open-world AA title — map architecture, missions, combat arenas, racing circuits and Blueprint scripting.
Unannounced AA RPG
Primary Level Designer on an unannounced AA RPG — 2+ years of end-to-end level design, Blueprint scripting and cross-disciplinary collaboration.
Primary Level Designer on Transformers: EarthSpark – Expedition and Star Trek: Prodigy – Supernova. Scripted gameplay logic in Unreal Blueprints, managed polish pipelines from greybox to final production, and led level design on an unannounced AA RPG (NDA) over 2 years.
Sole Game Designer across 4 mobile projects for Android and iOS, including Lingo ¡Haz palabras!. Designed and prototyped levels in Unity from concept to playable builds. Coordinated cross-functional teams under Agile methodologies.
Dressed levels with art assets in UE4 for Disembodied, ensuring visual consistency and gameplay readability. Implemented dynamic lighting setups to reinforce navigation, atmosphere and level flow.
Level Designer and Lighting Artist on Khion I: No Return for PS4. Designed gameplay mechanics and level logic using Unreal Blueprints. Created lighting setups supporting environmental storytelling, navigation and horror pacing.
Led a 6-person team developing VR roller coaster experiences for international theme park attractions using Unity and Oculus Rift. Built and dressed VR environments while managing 3D and VFX asset pipelines.
Tic-tac-toe against a flawless mind. Play your best and the most you'll get is a draw — it never loses. Go on, try.
The only winning move is not to play. Or not…
Available for freelance projects and full-time positions. If you're looking for a level designer who understands both the technical craft and the player experience, let's connect.