Contact Info

(416) 312-7302

Based in Toronto

Tristan Hafkenscheid – Level & Technical Designer

Introduction

Creative and results-driven Level Designer and Technical 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, C#, Blueprints, with strengths in designing, prototyping, playtesting, and optimization. Passionate about building fun, balanced, and meaningful gameplay worlds.

Professional Experience

Technical Designer (Contract)

Tipped Chair, Client: John Deere (CES Combine Simulator), Toronto, ON - Dec, 2025 - Jan, 2026

  • Built performant harvesting visuals using RVT-driven shaders to cut and bend hundreds of corn stalks

  • Developed PCG corn stalks and optimized materials, placement, and level performance for a live CES demo

  • Implemented gear-switching audio with mixing and state-driven playback to improve clarity and player feedback

  • Iterated with stakeholders to polish usability and readability for a John Deere simulator showcased at CES

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 mechanics and hockey drill scenarios to create immersive gameplay

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

Game Designer/Developer

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

  • Designed and developed nine games, ranging from infinite runners to tower defense to open-world hubs, in Unity

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

  • Created levels and progression flows tailored to each game, balancing challenge, pacing, and player engagement

  • 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 – Gameplay systems, lighting, optimization, level creation

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

  • Level Design & Systems – Greyboxing, playtesting, iteration, mechanics tuning

  • Maya, Substance Painter – 3D modelling, texturing, rigging

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

  • Multi-Platform – Development for iOS, Android, PC, VR/AR

Projects

JellyFish | Broken Cog Studios

Level Design / Networking Programmer - Unity: July 2025 - Current

  • Designed and greyboxed a competitive multiplayer map built around a control-point tug-of-war objective

  • Built dynamic map machines that alter traversal and sightlines to shift engagements during a match

  • Kitbashed the environment into a cohesive “atomic future” style, using landmarks and hero props for navigation

  • Tuned combat pacing by separating a high-intensity central zone from side lanes and mirror-rotating lanes

  • Implemented networked player to environment interactions and replicated callbacks to support online gameplay

  • Optimized performance by reducing skeletal mesh usage, lowering triangle counts, baking lighting, and trimming

    network data sent through callbacks

Dreadspire vs White Crown

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

Awards

Ubisoft Toronto Next Competition Top 3 Level Design Participants: 2026

Futures Forward Program, Selected - Ontario Creates | JellyFish: 2025

EDTECH Award - Cool Tool Finalist | LuvBug Learning: 2024

Mom’s Choice Award | LuvBug Learning: 2023

National Parenting Product Award | LuvBug Learning: 2023