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