top of page
hero-banner-CySx39SG.jpg

Reason Delafét

Level Design • Game Design • Narrative Design

About Me

image.png

Hello! I'm Reason, a creative and analytical Game Designer with a specialist MSc in Artificial Intelligence for Video Games and a First-Class BA in Game Design. My expertise lies in effective level and systems design and leveraging AI theory—from character realism to adaptive narrative systems—to craft innovative gameplay and player experiences.

 

I am adept at working within fast-paced, iterative team settings, applying Agile principles and Scrum practices to manage feature development from concept to polish in my academic projects. My core strength is as a designer who can effectively bridge creative vision and technical feasibility. Seeking a role as a Level Designer, Narrative Designer, Systems Designer, or QA Tester to create deeper, more dynamic games.

Skills

Work Experience

Design Consultant & Level Designer

Lucky Ghost

  • Creating the world map almost single-handedly, with four distinct themes across the area, each involving climbing routes, shortcuts, intuitive navigation, and subconscious tutorials.

  • Independently creating and utilising a metrics level.

  • Contributing to, and advising on, design decisions in team meetings.

  • Assuring cognitive mapping integration.

  • Balancing difficulty increases between areas.

  • Placing collectable items.

2013-2019

2023-2023

Previous Professional Experience

Liquid Investments, Fitness First, deVere Group

A history in client-facing and business development roles, developing strong communication, leadership, and project management skills.

Education

Education

Artificial Intelligence for Video Games (MSc)

Falmouth University

2021-2024

Level 4 Creative Media Production HNC (VFX)

Westminster Kingsway College

2024-2025

Game Design and Development BA (Hons)

London South Bank University

2020-2021

Portfolio

Portfolio

Level Design

I employ a player-first approach that crafts worlds with natural rhythm - spaces that breathe between tension and release, punctuated by meaningful surprises and clear gameplay incentives. My background as a writer informs how I stage memorable moments, transforming functional layouts into compelling environmental narratives and fair and intuitive spatial dynamics. Below are three examples of my work covering three different kinds of games.

My
core guiding principle is that every inch of a level should exist for two purposes:
 

  • One micro, self-evident reason for being there

  • And one macro, how it serves the greater context


I prioritise subconscious learning and intuitive wayfinding through subtle visual language, balanced with organic opportunities for player expression. Rooted in cognitive psychology, my designs suspect players in a state of flow and create the illusion of unscripted freedom while maintaining deliberate pacing.

My strength lies in maximalism through minimalism. I pride myself on my ability to pack style into a husk and depth into a puddle, crafting richness from simplicity and transforming clunky spaces into fluid gameplay canvases.

This
player-centric approach ensures every moment feels earned yet unexpected. Whether crafting tight multiplayer maps or expansive story worlds, I build levels that resonate beyond their runtime - where players recall not just what they did, but how it made them feel.

Documents

Essays

BA (Hons) Dissertation

PDF Document

Game Vs. Principle

PDF Document

History of Texturing

Media Industry Report

GDDs

Get In Touch

© 2025 Reason Delafét. All rights reserved.

bottom of page