- Файл
Владислав
Level designer
Контактна інформація
Шукач вказав телефон , ел. пошту та LinkedIn.
Прізвище, контакти та світлина доступні тільки для зареєстрованих роботодавців. Щоб отримати доступ до особистих даних кандидатів, увійдіть як роботодавець або зареєструйтеся.
Отримати контакти цього кандидата можна на сторінці https://www.work.ua/resumes/17404563/
Завантажений файл
Файл містить ще 1 сторінку
Версія для швидкого переглядуЦе резюме розміщено у вигляді файлу. Ця версія для швидкого перегляду може бути гіршою за оригінал резюме.
Level Designer | Unreal Engine | Gameplay-Focused 3D Environments
Falmouth, United Kingdom
Email: [
Portfolio: https://sites.google.com/view/prostovlad95portfolio
🔹 Professional Summary
Level Designer with hands-on experience building 3D levels from greybox to final layout using modular assets. Skilled in spatial composition, encounter design, and gameplay flow using Unreal Engine, Unity, and studio-level tools. Comfortable collaborating in cross-disciplinary teams with artists, programmers, and writers. Passionate about creating readable, engaging environments that support both narrative and gameplay systems.
🎮 Game Development Experience
Overlord: Raising Hell Remastered
Collaborative project | Unreal Engine 5 | Oct 2025 – Present
• Reworking and modernizing legacy action-RPG level layouts, focusing on player flow, navigation clarity, and combat readability.
• Designing levels from early greybox through iterative playable passes, defining traversal routes, combat spaces, and exploration beats.
• Building modular environments and continuously iterating on spatial composition to support pacing, visibility, and encounter readability.
• Planning and refining combat encounters, adjusting layouts, enemy positioning, and safe traversal paths based on playtesting.
• Implementing level logic, interactions, and gameplay triggers using Unreal Engine Blueprints.
• Tuning scale, proportions, and sightlines to maintain a consistent gameplay feel for third-person action combat.
• Collaborating with designers, programmers and artists, incorporating feedback through regular iteration and playtest reviews.
Smoke Runner (FPS)
Team project | Unreal Engine | Sept 2024 – May 2025
• Designed combat arenas and traversal routes for a fast-paced FPS, focusing on pacing, readability, and player flow.
• Blocked out and iterated on levels using modular tools, refining layouts based on playtesting and gameplay feedback.
• Planned and balanced enemy placement, cover distribution, and combat spaces to support multiple engagement styles.
• Implemented and adjusted level logic and interactions in Unreal Engine to support core gameplay mechanics.
• Collaborated closely with programmers and artists to align level flow, mechanics, and visual composition.
• Contributed to delivering the project with a small development team, successfully showcasing the game at the Falmouth University Game Expo.
• Helped prepare and release the playable build on itch.io, presenting the project to a public audience and gathering player feedback.
Soulslike
Solo project | Unreal Engine | Mar 2025 – Apr 2025
• Designed a combat-driven greybox level based on Soulslike design principles, focusing on spatial tension, risk–reward positioning, and deliberate pacing.
• Structured enemy placement, choke points, and combat spaces to create pressure through layout rather than checkpoints or scripted resets.
• Shaped exploration flow using sightlines, landmarks, verticality, and gated paths to naturally guide player movement.
• Iterated on layout through repeated playtesting, refining combat readability, spacing, and encounter clarity.
• Documented design decisions using annotated maps and written breakdowns, explaining layout intent and gameplay reasoning.
Divinity 2 Custom Level
Solo project | Divinity Engine | Jan 2024 – May 2024
• Rapidly onboarded into the Divinity: Original Sin 2 studio toolset, learning and applying engine-specific workflows within a limited timeframe.
• Designed and built a fully playable custom level using a studio-grade RPG engine and editor.
• Implemented branching dialogue, encounter zones, and quest-driven spatial layouts using isual scripting systems.
• Maintained a structured design journal and documentation, tracking decisions, experiments, and iteration outcomes throughout development.
• Focused on player agency, environmental storytelling, and quest logic, iterating based on gameplay testing and self-review.
Devil’s Architect
Team project | Unity | Sept 2023 – May 2024
• Designed puzzle-driven dungeon environments with a focus on narrative pacing, exploration, and player-driven progression.
• Structured level flow across interconnected rooms, balancing dungeon growth, spatial pressure, and gated progression.
• Worked on dungeon layout and progression in a card-based building system, ensuring player choices meaningfully affected space and encounters.
• Collaborated closely with writers and programmers to integrate interactive choices, narrative feedback, and gameplay responses.
• Participated in playtesting and iteration, refining player guidance, lighting, puzzle readability, and overall pacing.
• Contributed to delivering a public playable build, released on itch.io.
• Took part in preparing and presenting a project pitch to potential investors, communicating design intent and project vision.
🔧 Tools & Skills
Engines: Scripting / Visual Scripting:
Unreal Engine – 4 years Unreal Engine Blueprints – 4 years
Unity – 5 years Unity C# – 5 years;
CryEngine – 2 years Unity Fungus – 2 years
Godot – 1 year
Divinity: Original Sin 2 Engine – 6 months
Tools:
Git, Maya & Blender ( for basic prototyping and blockout support), Trello, Confluence, Photoshop, Excel, Adobe Substance 3D Painter, Adobe Premier Pro, Adobe Audition, FL Studio.
Level Design Focus:
Greyboxing and blockout workflows, gameplay pacing, encounter design, spatial layout, player navigation, and environment readability.
Fun fact about me:
I’ve been a Night Manager responsible for a full hotel, and a Restaurant General Manager – moving into game development was the best decision I’ve made so far.
🤝 Working Style & Collaboration
• Experience collaborating in multicultural, multidisciplinary teams across multi-month development cycles.
• Comfortable working with iterative feedback loops, documentation, and version control.
• Able to clearly communicate, justify, and refine design decisions through playtesting and reviews.
📅 Education
BA (Hons) Game Development: Design
Falmouth University, United Kingdom
🌐 Languages
English (fluent), Ukrainian (native), Polish (intermediate).
Схожі кандидати
-
Level Designer
80000 грн, Київ -
Level Designer (QC)
Київ, Дистанційно -
Level Designer
Київ -
Level Designer
Київ, Дніпро , ще 3 міста -
Level Designer
40000 грн, Київ, Дистанційно