Who, me?

I’m Luke Dorman, a game/level designer and artist based in Victoria, Australia. I have a passion for games, art, music, and most things artistic and creative.

I’ve worked on shipped titles and passion projects, learning new things along the way and constantly thinking up new ideas and designs (or stashing them away for later).

In my free time, I play guitar, draw and animate 2D art, go to the gym, work on personal game projects, and practice Historical European Martial Arts (HEMA), with plenty of gaming sprinkled in. My favourite games vary from classics like the Halo series, linear stories like Night in the Woods, cooperative games like Deep Rock Galactic, and competitive fighting games like Skullgirls. I like too many things, okay?

Work Experience
and volunteering

Level Designer, Smash Attack Studios - June 2024 - Current

Right after my time at Drop Bear Bytes had come to an end, I was brought onto Nullstar: Solus,
a project in development by Smash Attack Studios. I began designing levels when the game was but
a prototype, and it has now shaped into a feature-complete game with publisher backing. My responsibilities
on this project include designing a variety of levels and level types for the player to traverse, adding hazards
to pre-existing level layouts, and exhibiting the game at game exhibitions such as PAX and The Game Expo.

Level Designer, Drop Bear Bytes - September 2019, October 2020 - May 2024

I first worked with Drop Bear Bytes in September 2019, where I was introduced to Broken Roads
as the game’s Level Designer. I was later brought back onto the project in October 2020 and grew
alongside the studio until May of 2024. My responsibilities included building and designing
game levels from the ground up in Photoshop, building them in Unity, set dressing and polishing
levels, quality assurance, and upkeep tasks in articy:draft and Confluence.

Quality Assurance, Tin Man Games - March 2019

I provided feedback for the PlayStation VR title Table of Tales: The Crooked Crown,
as well as play-tested and bug-tested the game. My responsibilities involved finding
and reporting bugs and oddities within the game using an in-house bug reporting
software, as well as attempting to replicate and document existing bugs.