Level & Combat Designer · Game Designer · 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.

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.