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Roman
Roman
Level designer @ Lesta Games | Mentor & Speaker
Minsk, Belarus

About

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, I’ve 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.
πŸ“© Let’s push the boundaries of PC gaming together. Reach out for collaborations or project inquiries!

Skills

LightingLevel artLevel DesignVideo EditingMentoringUE Blueprints

Software proficiency

Blender
Blender
Unreal Engine
Unreal Engine
Unity
Unity
Premiere
Premiere
Figma
Figma

Reel

Experience

  • Level Designer at Lesta Games
    Minsk , BY
    December 2024 - Present

    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.

  • Level Designer at 314 Arts OHG
    DE
    January 2024 - September 2024

    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.

  • Junior Level Designer at Dragon’s Lake Entertainment
    ES
    June 2022 - June 2023

    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 project’s 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

  • Level Design Apprentice at XYZ School
    Moscow, RU
    February 2021 - October 2021

    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.

  • Level Designer at Dapp Dapp
    US
    July 2020 - November 2020

    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.

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