LEAD LEVEL DESIGNER
Armored Warfare
Led PvE and PvP maps from preproduction to release while staying hands-on every day: helped build the vision and blockout for every map, set up and balanced encounters, and worked through scripting, optimization, testing and bug fixing.
- Responsibilities
- Level Design / Game Design / Leadership
- Period
- 2023–2024
- Review state
- Published

Task and context
Deliver every map as one playable, shippable whole.
A map had to work as a route, a combat mission and a production-ready asset at the same time. I led the Level Design team through the full cycle, worked closely with art, scripting, quest/content and technical specialists, and stayed involved in daily development rather than limiting the role to reviews and task setting.
Work breakdown
Key decisions
Build the map vision with its owner, then test it in blockout.
I worked directly on every map: helped define its gameplay intent, routes and mission flow, joined blockout work and reviewed iterations against the shared vision.
Tune combat where it actually happens.
We placed encounter zones and scripts together, then adjusted enemy waves, difficulty and key combat beats through playtests. I handled setup and hands-on balancing support with the team.
Carry the map through daily iteration to release.
I coordinated map and feature owners across disciplines while staying involved in scripts, optimization, testing and bug fixing until the map was ready to ship.
Project media
Armored Warfare / visual evidence
22 items






Project footage