Back to all projectsTACTICAL MULTIPLAYER FPS

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
World War 3 project cover

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

01 · READABILITY

Review visual changes in the context of combat.

Silhouette, lighting and environmental-detail changes need to preserve routes, sightlines and orientation.

02 · ITERATION

Iterate without erasing the map’s tactical logic.

A polish pass should strengthen presentation while keeping established combat spaces useful and legible.

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.