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About Me

Before games, I spent time in digital media working with emerging technologies, building AR experiences using game engines. That experience proved useful in games, where I've repeatedly found myself working at the frontier of available tools, delivering in conditions where the tools and processes required to make the content didn't fully exist yet. I have consistently delivered effectively in these environments even during ambiguous requirements and changing constraints.

 

What drew me to level design specifically was my interest in how design decisions (pacing, layouts, resistance, contrast) can - when executed well - lead and define the player's experience without them ever noticing the designer's hand behind them.

MY APPROACH TO LEVEL DESIGN​

To me, the best levels are the ones the player never feels guided through. Where the path to the objective, the wayfinding decisions and the sequence of encounters all feel like their own choices, made on their own terms. Even when many of those choices were already made by a designer for them. When it works, the player feels agency. When it doesn't, they feel the hand of the designer.

That principle shapes how I approach everything from large open zones to small combat spaces. As a lead, my responsibility extends beyond the quality of the levels themselves to enabling designers to do their best work. I aim to build an environment where designers can iterate effectively, take ownership of their work and make informed decisions. Supported by clear direction, structured feedback, and having  the tools and assets they need to deliver.

PRODUCTION & LEADERSHIP

Alongside the craft, a significant part of my career has been building and leading the teams that deliver the work, hiring and scaling from the ground up, establishing cross-department pipelines, and managing delivery across multiple workstreams simultaneously. This is the kind of work where I feel most effective.

CURRENT ENGAGEMENT

In my current role as Lead Level Designer at Build a Rocket Boy, I oversee level development across multiple projects. You can find shipped levels under the professional work page.

CONTACT

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I am open to opportunities with teams where how you deliver matters as much as what you deliver. If you are working on something challenging and think my background is a good fit, I would love to hear from you. Feel free to contact me via LinkedIn or email.

© Matt Kranicz

All game content, trademarks, and intellectual property are property of their respective owners. This portfolio is intended solely for professional demonstration purposes.

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