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