Contact Info

TrisHafGames@gmail.com
(416) 312-7302

Based in Toronto

Can’t wait to hear from you!

Tristan Hafkenscheid – Level Designer

Toronto, ON •   https://www.trishafgames.com/ • hrishafgames@gmail.com    https://www.linkedin.com/in/tristan-hafkenscheid/  •  (416) 312-7302 

Introduction

Creative and results-driven Level Designer with a graduate certificate in Game Level Design and a BA in Digital Media (Game Arts). Skilled in designing immersive levels, gameplay mechanics, and interactive worlds for iOS, Android, and PC. Proven experience at Hockey Chess and LuvBug Learning, leading design and development of engaging game experiences. Proficient in Unity, Unreal Engine, UEFN, and C#, with strengths in level designing, prototyping, playtesting, and UX optimization. Passionate about building fun, balanced, and meaningful gameplay environments.

Professional Experience

Game Designer/Developer Manager

Hockey Chess, Toronto, ON - Nov 2023–Nov 2024

  • Led and managed a team of three developers, overseeing the full development cycle from concept to launch

  • Shipped the game on iOS and Amazon App Stores, handling final builds, submissions, and platform compliance

  • Designed and implemented engaging game mechanics and hockey drill-based scenarios to create immersive gameplay

  • Utilized Unity, C#, and industry-standard tools to deliver polished, player-focused experiences

  • Conducted extensive playtesting and iteration to refine balance, pacing, and overall challenge

Game Designer/Developer

LuvBug Learning, Toronto, ON - Nov 2021–July 2023

  • Designed and developed nine diverse games—ranging from infinite runners and tower defense to open-world hubs—using Unity Engine

  • Shipped titles on iOS, Android, and Amazon App Stores, ensuring performance and compliance across platforms

  • Created level layouts and progression flows tailored to each game mode, balancing challenge, pacing, and player engagement

  • Engineered systems for score tracking, educational content management, and backend data integration

  • Optimized UX/UI navigation, level flow, and real-time analytics to boost player engagement and retention

Teaching Assistant for Game Mechanics II, Project Capstone

Department of Computer Science, York University - Sept 2023–Dec 2024

  • Evaluated Unity and Unreal Engine prototypes, providing constructive design and programming feedback

  • Assisted students with level design principles, debugging, optimization techniques, and project management tools

  • Led class playtesting sessions, teaching structured feedback collection and iteration processes

Education

College Graduate Certificate in Game Level Design

Sheridan College, Oakville, ON - Sept 2024 - Aug 2025

BA in Digital Media, Specializing in Game Arts

York University, Toronto, ON - Sept 2016 - Dec 2020

Skills

  • Unity, Unreal Engine, UEFN – Level creation, gameplay systems, lighting, optimization

  • C#, C++, Blueprints – Gameplay scripting, rapid prototyping, OOP principles

  • Level Design & Systems – Mechanics tuning, world-building, playtesting, iteration

  • Maya, Substance Painter, VR/AR – 3D modeling, texturing, immersive platform development

  • Git, Jira, Agile/Scrum – Version control, team workflows, iterative dev cycles

  • Multi-Platform – Development for iOS, Android, PC, and console

Projects

Battle of Barad-dûr on Minas Tirith

Level Design - UEFN: Mar -Apr 2025

  • Designed a 3v3 Capture the Flag level using UEFN, including flag logic, team spawns, and scoring systems

  • Greyboxed layout with defined engagement zones, sightlines, and traversal flow

  • Crafted mirrored Gondor and Mordor bases with iconic landmarks for player orientation

  • Balanced combat pacing between the high-intensity central zone and strategic side lanes

  • Placed weapons, shields, and health pickups to support exploration and area control

  • Authored a complete Level Design Document with gameplay goals, metrics, and feature planning

Graveyard Shift

Level Design - Unity: Jan-Feb 2025

  • Designed a modular racetrack using 50m segments to fine-tune pacing, visibility, and vehicle handling

  • Built and iterated in-engine greybox with structured playtesting to refine flow and turn timing

  • Created three traversal paths—main, alternate, and shortcut—balancing risk, difficulty, and speed rewards

  • Tuned verticality and track rhythm for consistent momentum and high-speed traversal

  • Authored a Level Design Document with flow, metrics, and feature planning

Boxy: Return of the King

Level Design - Unity: Nov–Dec 2024

  • Designed and greyboxed level using Unity ProBuilder, focusing on player flow, platforming rhythm, and verticality

  • Applied the Teach-Test-Challenge structure to introduce and escalate gameplay elements and hazards

  • Balanced enemy placement and item locations to guide players and support exploration

  • Developed Level Design Document with gameplay systems, player metrics, flowcharts, and references

Awards

EDTECH Award - Cool Tool Finalist | LuvBug Learning: 2024

Mom’s Choice Award | LuvBug Learning: 2023

National Parenting Product Award | LuvBug Learning: 2023