Ethan Ortega

I build the hard part. Combat frameworks, level mechanics, and the systems underneath.

FocusSystems & encounter design EnginesUnreal Engine 5, Godot BasedArizona, US

Portfolio

Rogue's Gambit design map beside the built level
Level & Systems Design

Rogue's Gambit

An isometric dungeon level with three paths, a multi-step rescue puzzle, and a wave encounter shaped by the player's choices.

Role
Solo level and systems designer
Engine
Unreal Engine 5, Blueprint
Media
Playthrough video, maps, process docs
View project
The Array, final art, substation exterior
Level Design

The Array

A combat FPS level taken from greybox to final art across two production milestones.

Role
Primary level designer
Engine
Unreal Engine 5, Blueprint, Perforce
Media
Playthrough video, blockout-to-final gallery
View project

Skills

Design

  • Systems design
  • Encounter design
  • Level design
  • GDD authoring
  • Playtesting

Engines

  • Unreal Engine 5
  • Godot

Technical

  • Blueprint
  • Python
  • Perforce
  • Git
  • ClickUp
  • Figma

Soft skills

  • High-volume customer communication
  • Written documentation
  • Cross-functional collaboration

About

I'm a game designer focused on systems and encounter design. I have 25,000+ hours across MMOs like WoW, FFXIV, and Destiny, and I've spent most of them thinking about why certain encounters work and others don't.

I work best where systems meet the player: combat frameworks, level mechanics with real tradeoffs, encounter pacing that teaches through play. I'm building toward a systems or encounter design role at a studio that takes that craft seriously.