

DEVELOPMENT INFO
Role: Level Designer (MP) | Genre: First-Person Shooter | Engine: Unreal Engine 5 | Platform: PS5 and PC
Maps
STAR CHAMBER | Design and Technical
A compact vertical combat space designed for Clash Point and other respawn modes, centered around an ancient observatory structure.
Design Highlights
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Small-scale map focused on fast-paced engagements
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Strong emphasis on vertical gameplay and elevation control
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Upper platform acts as the primary power position
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Exterior lanes support flanking and aggressive rotations
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Central objective space creates constant risk-versus-reward decisions
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Supports multiple respawn modes including TDM and Trophy Hunt




SHOCK RISK | Design and Technical
A small-to-medium combat space designed for Clash Point and other respawn modes, built around a massive lightning-harvesting facility and a central high-risk objective zone.
Design Highlights
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First map owned from initial blockout through final polish
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U-shaped layout designed to support continuous combat flow
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Central power position overlooks the main capture objective
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Outer lanes enable rotations toward elevated control spaces
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Inner routes encourage intense head-on engagements
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Multiple flank paths keep encounters dynamic and unpredictable
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Mid-height center bridge creates overwatch-versus-overwatch gameplay
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Supports multiple respawn modes including TDM and Trophy Hunt




SPINEWORKS | Design and Technical
One of the largest maps designed for Signal Hunt and other respawn modes, centered around an abandoned fishing facility with diverse combat spaces and interconnected traversal routes.
Design Highlights
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Large-scale multi-zone layout supporting varied engagement ranges
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Strong emphasis on verticality and interconnected player movement
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Central spine hub acts as the map’s primary control space
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Pipe channel system connects major combat areas and rotation paths
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Controlling the central hub provides strategic access across the map
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Distinct zones designed to support different combat styles and pacing
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Encounter spaces accommodate a wide range of character abilities
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Supports Signal Hunt, TDM, Trophy Hunt, and Area Control modes




SALT PALACE | Design and Technical
The first map co-developed alongside the project’s Lead Level Designer, focused on establishing gameplay metrics, blockout standards, and early game mode foundations for the project.
Design Highlights
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Collaborated on early gameplay metric exploration and blockout best practices
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Owned the starting spawn spaces and initial player combat flow
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Designed routes leading into the first Area Control capture zone
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Built looping traversal paths that support disengagement and reengagement
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Encouraged strategic healing rotations before returning to combat
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Learned and implemented respawn room systems and core technical map setups
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Contributed to early gameplay foundation development for future maps




WATER HAZARD | Technical
A large-scale map brought from design-complete to final polish, with a strong focus on technical implementation, gameplay refinement, and ship-quality standards.
Design Highlights
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Took ownership of the map after the original designer transitioned off the project
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Supported the map through final gameplay and technical polish phases
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Built smooth collision clipping throughout the entire playspace
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Implemented game mode logic, objective zones, and blueprint setups
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Set up respawn systems and supporting gameplay functionality
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Refined gameplay spaces to meet final quality and usability standards
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Helped ensure the map reached AAA ship-ready quality for launch




ROBOT RUINS | Technical
A large-scale multiplayer map supported through the final polish phase, with a focus on gameplay refinement, technical implementation, and overall player experience improvements.
Design Highlights
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Took ownership of the map during the transition from design-complete to polish
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Built and refined smooth collision clipping throughout the playspace
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Implemented game mode setups, objective zones, and respawn systems
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Supported technical gameplay functionality and final integration work
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Made minor design adjustments and quality-of-life improvements
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Helped refine gameplay readability, traversal, and overall map flow
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Contributed to final ship-quality polish and stability




