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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
Armored Warfare project cover

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

01 · VISION & BLOCKOUT

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.

02 · ENCOUNTERS

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.

03 · PRODUCTION

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 footage

Armored Warfare