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I enjoy having my hands in many pies. Being able to coordinate the development of a level holistically, and shepherding it from initial concept to final polish.
I grew up loving two things - Action Movies and Adventure Games. The characters, their stories, and the challenges they overcame gave me something I treasure greatly - inspiration. My goal with any project I work on is to make sure I inspire my audience. If getting closer to that goal means designing more levels, or diving deep into scripting gameplay, that’s what I become enthusiastic about. It’s why I’m a Mission Designer, and it’s an approach that has enabled me to take on various other titles, like Level Designer, Technical Narrative Designer, and Gameplay Designer.
Scroll through this page to see my professional work, or click any of the links above to check out my side projects.
- Current professional work -
senior Designer - Destiny 2 @ Bungie
I design spaces and script gameplay on Destiny 2
- PREVIOUS professional work -
senior area Designer - the outer worlds 2 @ obsidian entertainment
I design areas - the levels, their gameplay and the quests that take place within them.
- PREVIOUS professional work -
Technical Narrative Designer - God of war: Ragnarok @ Santa Monica Studio
I design and implement narrative content for God of War; scripting characters, cinematics, and blending gameplay with storytelling moments.
- Previous professional Work -
Mission Designer - Medal of Honor: Above and Beyond @ Respawn Entertainment
I implemented narrative content, combat encounters, and set piece moments.
I designed the missions beats that players experienced - editing level geo, scripting enemy spawns, and managing level logic for checkpoints and events.
I fixed bugs and collisions on MP maps.
I designed mission gameplay, authored collisions, implemented level logic, and bugfixed on these levels 6 Singleplayer levels and various Multiplayer levels across the game.






- Previous professional Work -
Gameplay Designer (Scripter)
WWE 2K20 (Fighting Game)
I designed improvements to gameplay systems, combat, and UI.
I scripted cutscenes, gameplay moments, and AI combat behaviors.
I designed and blocked out the layouts, weapons, and level-specific combat interactions for the Brawl Arenas.
I designed the layout, general theming, unique weapons, and unique environmental attacks for these levels:
Bump in the Night
Wasteland Weekend
The Graveyard
Tokyo Alley
Southpaw Arcade
Haunted House
Movie Set
Boiler Room






