LEVEL DESIGN LEADERSHIP
A Man Called Malice
A level-production leadership case covering planning, estimates, quality control, mentorship, visual alignment and technical support for a third-person combat demo.
- Responsibilities
- Level Design / Leadership
- Review state
- Published

Task and context
Keep every location at one shared quality bar.
The work required more than individual layouts: each location needed realistic staffing and timing, visible ownership, design and art review, technical support and alignment with project leadership.
Work breakdown
Key decisions
Estimate the location, not only the task list.
Time and staffing were assessed per location so scope could be managed before quality or schedule slipped.
Review design, art and feature ownership together.
Map quality and deadlines were controlled through feature-owner reviews and alignment with art and game direction.
Unblock the team at both craft and technical layers.
Mentorship, feedback, scripts, materials, optimization and feature research supported the level pipeline.
Project media
A Man Called Malice / visual evidence
5 items





Project footage