
P MICHAEL NORRIS
Level Design | MissionDesign
GAMES

EXPERIENCE
2025 - PRESENT
CORRTEX GAMES
Senior Level Designer
Developing modular RNG-driven room templates for Nightmare Kitchen, a co-op FPS, including puzzle, minigame, and combat variants that integrate into procedural dungeon grammar for replayability and handcrafted experiences.
2023 - 2024
META
Senior Level Designer
Designed single-player and co-op levels & missions in Unreal Engine 5 on an Unreleased FPS, integrating story objectives and gameplay mechanics while collaborating cross-functionally with narrative, design, and art teams.
2018 - 2023
Ready At Dawn
VR Level Designer
Owned multiple levels on Lone Echo 2 from blockout to ship, contributed to worldbuilding and spatial design using Maya and proprietary visual scripting tools
2012 - 2017
Gazillion Entertainment
Content Designer
Shipped live MMO content including missions, public events, enemy encounters, and interactive NPCs for Marvel Heroes; later focused on endgame content such as raids, daily/weekly missions, and tutorials.
2011 - 2012
NCSoft
World Designer
Created open-world layouts and encounters for City of Heroes MMO releases Where Shadows Lie and Resurgence.
2010 - 2011
Wayforward Technologies
Level | Mission Designer
Designed platformer levels focused on traversal mechanics and dynamic environmental interactions for Happy Feet 2 before transitioning to Silent Hill: Book of Memories, where I focused on missions, puzzles, and traps.
2008 - 2009
Activision Blizzard
Environment Artist
Created environments for several Guitar Hero ports and designed props and vehicles for Our House: Party.

ABOUT
Hello there!
I began my game design journey at 17, cutting class to build deathmatch levels for my local LAN arcade. A few years later, I discovered 3DS Max and dove into environment art, which eventually led me to working in Unreal Engine as well.
After some twists and turns, I landed my first industry role as an Environment Artist on Guitar Hero. Midway through my career, I pivoted to Level Design and that’s where I really found my niche. I love worldbuilding in every sense: not just arting out physical spaces, but crafting their composition and layouts, and bringing them to life with missions, encounters, and puzzles. My process borrows heavily from theme park design and Nintendo’s four-step approach. I am a firm believer in iterative design, collaboration, and the principles of form follows function.
When I’m not designing games, I’m still creating: scribbling, writing, and tinkering with design tools for the next big idea - the latest of which is an visual novel in Figma!
