Level Designer & Mentor | UE5 & Unity | Specialist in Combat & Exploring
I build immersive, fun-to-play worlds where player psychology meets technical precision. With a career spanning atmospheric co-op shooters to massive multiplayer title, I specialize in bridging the gap between creative vision and the mechanical "budget factor" of a project.
Beyond the editor, I am a passionate educator and public speaker. As a mentor at Lesta Academy, Iβve developed and delivered a lecture to train the next generation of game developers, providing high-level consultations on game mechanics and layout flow. My "showman" approach to leadership and my experience as a frequent speaker at industry exhibitions allow me to advocate for design excellence across multidisciplinary, multinational teams.
Core Expertise:
β Level design: Visual scripting (AI, Events), metrics definition, and blockout-to-final-art ownership.
β Feature Lifecycle: Proven track record in delivering levels from idea to release for AAA and AA PC titles.
β Cross-Functional Collaboration: Expert at aligning Engineering, Art, and Animation teams to protect playability and build stability.
π© Letβs push the boundaries of PC gaming together. Reach out for collaborations or project inquiries!
Mir Tankov | Armoured warfare-themed multiplayer online game, featuring 20th century era battle vehicles.
Focus: Large-scale environment design and player flow for a massive multiplayer title.
β Designed new map "Battle for Moscow"
β Rebalanced map "Outpost" to improve by class gameplay & fix toxic positions highly appreciated by players
β Redesigned & scripted all maps for Waffentrager event (4v1 event)
β Optimizing and refining level layouts for Mir Tankov, balancing competitive integrity with historical immersion.
β Designing complex terrain and tactical positions to enhance the strategic depth of vehicular combat on 15v15 maps.
Mentorship & Education:
β Authored and delivered a comprehensive Level Design lecture and several workshops for the Lesta Academy recruitment program.
β Providing 1-on-1 consultations for junior specialists, troubleshooting complex design hurdles, and preparing them for full-scale production roles.
Projekt Z: Beyond Order | Award-winning atmospheric 1st person zombie co-op-shooter set in WW2
Focus: Full-cycle mission ownership for an atmospheric co-op shooter.
β Owned the full pipeline for assigned missions, from initial LDD and blockout to final level art and lighting.
β Implemented mission-critical logic, including AI, combat encounters, and scripted narrative events.
β Pitched and integrated new gameplay mechanics that were adopted into the final game loop.
β Blended narrative design with level art to create an immersive, high-stakes WW2 zombie atmosphere.
Projects under NDA | Stealth/Action-adventure, 3rd person AAA title & Survival multiplayer, PvE, 3rd-person shooter
Focus: Game logic, redesign & mentoring in a high-pressure AAA environment.
β Involved in creating & redesigning various locations in the assigned areas (Blockout/White Box)
β Worked with game logic (AI, Game mechanics, Gaming events)
β Level art
β Bug fixing (Logic/Design)
β Mentored interns
β Managed the projectβs website
β Worked on the project's trailer for GDC
β Created levels (Blockouts) & Training maps (Metrics)
-Multi-layer level with navigation for players (on ground and underground) with combat and exploration zones (organic layout with man-made structures)
-Multi-layer level-hub with different zones (man-made space station) for advertisement
Online course "OutBlock" in level design for video games.
Focus: Technical blockout and player flow for 3rd-person Stealth and Shooter titles.
β Developed high-fidelity grey-boxes and blockouts in Unity, adhering to strict AAA combat and movement metrics.
β Applied advanced principles of mental mapping, color coding, and rhythm direction to guide player attention and narrative flow.
β Executed full-cycle level logic, including puzzle mechanics, NPC navigation (AI), and optimized lighting/performance for PC.
β Worked within a professional feedback loop, conducting playtests and generating detailed bug reports to refine gameplay balance.
Pizza Heroes | MMO/Action, 3rd person
Focus: Fast-paced prototyping for MMO action.
β Designed 4vs4 capture-point maps with a focus on balanced spawn logic and indoor/outdoor transition flow.
β Authored detailed LDDs (Level Design Documents) to streamline the hand-off to the art team.