LEAD LEVEL DESIGNER
World War 3
Worked as Lead Level Designer on World War 3, supporting its broader visual update and refinement of existing maps. The work required reviewing presentation and multiplayer-space logic as one problem rather than as separate art and design passes.
- Responsibilities
- Level Design / Leadership
- Period
- 2023–2024
- Review state
- Published

Task and context
Refresh the maps without weakening tactical readability.
In a multiplayer FPS, visual polish cannot be separated from Level Design: cover silhouettes, routes, sightlines and landmarks all affect combat decisions. Spatial changes therefore need to be reviewed as both presentation and gameplay.
Work breakdown
Key decisions
Review visual changes in the context of combat.
Silhouette, lighting and environmental-detail changes need to preserve routes, sightlines and orientation.
Iterate without erasing the map’s tactical logic.
A polish pass should strengthen presentation while keeping established combat spaces useful and legible.
Project media
World War 3 / visual evidence
5 items





Project footage
World War 3
PRODUCT CONTEXT
Stronghold: a faster entry into the core firefight
The official description presents Stronghold as a simplified Tac Ops format: one capture point, fewer players and combat without Strikes. The reduced format introduces gunplay, gadgets and space control without the extra load of the large-scale systems.
MAP CONTEXT
Ruins of Gobi: teaching through routes
The official description shows a compact layout that moves both teams toward a central tower through comparable route categories. The tower connects floors and combat ranges, while outer rooms, shortcuts and the exposed bridge create clear short-, medium- and long-range choices.