Level & Encounter Designer · Level artis · Set Design · Lighting · Unreal Engine 5 · Unity · VR
7+ years · Indie & AA · Lead Designer · Open to remote opportunities
Irene Marina Barbe
I design spaces that feel alive — where every corridor tells a story,
every enemy encounter has purpose, and every level teaches the player
without a single line of dialogue.
Adepts Arena Level / Combat Designer · Unity · Physics-Based FPS · PC & VR
A first-person adventure game built around advanced physics-based
mechanics. Players master elemental powers, learn abilities from
ancient spirits, and face an army of Golems across a richly
designed world.
I contributed to the Alpha build assembly and implemented gameplay
logic in Unity — designing encounter scenarios, placing enemies
with narrative intent, and reporting bugs throughout production.
UNDERCOVER — SIGTRAP
Level / Combat Designer · Manchester · Nov 2021 – Feb 2023
I designed combat levels and immersive scenarios for multiple heroes,
prototyped and scripted core mechanics, placed enemies and items with
narrative intent, and conducted extensive testing throughout production.
The NASA has captured you in your contaminated port and sent you to Mars as a guinea pig to see if you survive. You find yourself in a desert without water (Mars), only the water you have in your suit.
You have a short amount of time to reach the end and manage to survive without drying up.
Get to the end of each level and help him return home!
I build worlds that guide players intuitively — using space, light, and architecture to teach, challenge, and immerse. From open-world RPGs in UE5 to VR physics-based environments.
I craft enemy behaviors, encounter pacing, and combat systems that feel fair, readable, and rewarding. Every fight is a puzzle the player learns to solve.