Сервіс пошуку роботи №1 в Україні
Анна
Левел-дизайнер
- Вік:
- 24 роки
- Місто:
- Київ
Контактна інформація
Шукач вказав: ТелефонЕл. поштуМесенджер
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/19671148/
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ANNA BOBRENKO
Level Designer · Scene Architect · Mid-level · 5 years of experience
Remote · [відкрити контакти ](див. вище в блоці «контактна інформація») · Portfolio · LinkedIn
PROFILE
Level Designer and Scene Architect with 5 years of experience in AAA and mid-core projects. I specialize in creating readable,
atmospheric, and gameplay-balanced levels — from blockout to final scene polish. Strong in environmental storytelling, pacing,
combat/encounter design, and lighting + atmosphere. I actively use AI tools (Unreal AI, Midjourney, Stable Diffusion, Codex, Claude)
to speed up blockout, concepting, and iterations. Across recent projects I increased player retention on key levels by 18–27% and
reduced scene production time by 25–35%. Looking for a team where I can influence level design end-to-end and help evolve the
production pipeline.
WORK EXPERIENCE
Level Designer / Scene Architect · ReLU Games (MIMESIS)
Remote · 2025 — 2026
• Designed and shipped 6 multiplayer maps (2 large, 4 medium) + 3 key station/tram zones for the 4-player co-op horror MIMESIS.
Owned layout, exploration pacing, resource loops, and tension zones around AI mimics.
• Rebuilt key encounter zones and sightlines — reduced “unfair” mimic-related deaths by 24% according to telemetry, and increased
average successful mimic identification time from 47 to 71 seconds.
• Led lighting & atmosphere pass (Lumen, volumetrics, post-process, audio triggers): improved readability of “safe” vs “dangerous”
zones. Atmosphere playtest scores rose from 3.6 to 4.5/5.
• Built Level Design Kit + PCG templates for procedural/reshuffled maps. Reduced average time to assemble a new level block from 8 to
5 days (−37%) and sped up iterations by 30% using AI-assisted blockout.
• Collaborated with the AI team to design spaces where mimic behavior became gameplay-readable. Retention on key runs +19%, early
drop-off in the first 15 minutes −28%.
Level Designer · Polyarc (Moss: The Forgotten Relic)
Remote · 2022 — 2025
• Designed and shipped 11 puzzle level segments + 5 key story zones for Moss: The Forgotten Relic (combined Moss + Book II + DLC).
Total volume ~9 hours of gameplay. Focus on environmental puzzles, intimate scale, and atmospheric exploration.
• Rebuilt traversal and guiding for the small hero (Quill): added soft gates and clearer paths. Completion rate of complex puzzle sections
rose from 68% to 86%, average time stuck decreased by 41%.
• Owned environmental storytelling and composition in ruins and mythic locations. Playtest scores for “world immersion” rose from 3.9 to
4.7/5; missed narrative details decreased by 33%.
• Contributed to adapting the VR original to flat-screen: camera, scale, and pacing rework. Reduced drop-off in the first 25 minutes by
29% while preserving the tactile feel of puzzles.
• Led lighting & atmosphere pass together with Environment Artists (Lumen / legacy lighting). Brought scenes to a cinematic look and
reduced lighting iteration count by 25%.
Junior Level Designer → Middle Level Designer · VSquad (Track racing / VR shooter)
2022 — 2023
• Worked on 6+ projects (mobile, PC, console) at blockout, whitebox, and greybox stages. Designed levels for action, adventure, and
stealth games.
• Mastered the full Level Design cycle in Unreal Engine 4/5 and Unity: from metric grid and modular kits to final handoff of scenes to the
Environment team.
SKILLS
Level Design Scene Architecture Tools 2026
Blockout / Whitebox / Greybox Lighting & Atmosphere Unreal Engine 5 (Lumen, Nanite)
Layout & Spatial Design Composition & Framing Unity + HDRP
Pacing & Flow Modular Kit Design Blender / Maya (blockout)
Combat / Encounter Design PCG / Procedural Tools Midjourney / Flux / SD
Traversal & Verticality World Partition / Streaming Codex / Claude (scripts)
Environmental Storytelling Post-Process & VFX Setup Houdini (basic)
Metrics & Telemetry Analysis Optimization (LODs, Culling) Perforce / Git / Jira
EDUCATION & ADDITIONAL
Taras Shevchenko National University of Kyiv · Computer Graphics · Bachelor’s · 2018–2021
Coursera · Level Design & Environment specializations · 2021–2023
Languages: Ukrainian — native, Russian — fluent, English — B2+/C1 (technical documentation, stand-ups, UE docs)
Strengths: telemetry reading, fast iterations, working within constraints, environmental storytelling, mentoring junior LDs
Interests: PCG pipelines, AI-assisted level generation, immersive sim design, lighting as a gameplay tool
Level Designer · Scene Architect · Mid-level · 5 years of experience
Remote · [
PROFILE
Level Designer and Scene Architect with 5 years of experience in AAA and mid-core projects. I specialize in creating readable,
atmospheric, and gameplay-balanced levels — from blockout to final scene polish. Strong in environmental storytelling, pacing,
combat/encounter design, and lighting + atmosphere. I actively use AI tools (Unreal AI, Midjourney, Stable Diffusion, Codex, Claude)
to speed up blockout, concepting, and iterations. Across recent projects I increased player retention on key levels by 18–27% and
reduced scene production time by 25–35%. Looking for a team where I can influence level design end-to-end and help evolve the
production pipeline.
WORK EXPERIENCE
Level Designer / Scene Architect · ReLU Games (MIMESIS)
Remote · 2025 — 2026
• Designed and shipped 6 multiplayer maps (2 large, 4 medium) + 3 key station/tram zones for the 4-player co-op horror MIMESIS.
Owned layout, exploration pacing, resource loops, and tension zones around AI mimics.
• Rebuilt key encounter zones and sightlines — reduced “unfair” mimic-related deaths by 24% according to telemetry, and increased
average successful mimic identification time from 47 to 71 seconds.
• Led lighting & atmosphere pass (Lumen, volumetrics, post-process, audio triggers): improved readability of “safe” vs “dangerous”
zones. Atmosphere playtest scores rose from 3.6 to 4.5/5.
• Built Level Design Kit + PCG templates for procedural/reshuffled maps. Reduced average time to assemble a new level block from 8 to
5 days (−37%) and sped up iterations by 30% using AI-assisted blockout.
• Collaborated with the AI team to design spaces where mimic behavior became gameplay-readable. Retention on key runs +19%, early
drop-off in the first 15 minutes −28%.
Level Designer · Polyarc (Moss: The Forgotten Relic)
Remote · 2022 — 2025
• Designed and shipped 11 puzzle level segments + 5 key story zones for Moss: The Forgotten Relic (combined Moss + Book II + DLC).
Total volume ~9 hours of gameplay. Focus on environmental puzzles, intimate scale, and atmospheric exploration.
• Rebuilt traversal and guiding for the small hero (Quill): added soft gates and clearer paths. Completion rate of complex puzzle sections
rose from 68% to 86%, average time stuck decreased by 41%.
• Owned environmental storytelling and composition in ruins and mythic locations. Playtest scores for “world immersion” rose from 3.9 to
4.7/5; missed narrative details decreased by 33%.
• Contributed to adapting the VR original to flat-screen: camera, scale, and pacing rework. Reduced drop-off in the first 25 minutes by
29% while preserving the tactile feel of puzzles.
• Led lighting & atmosphere pass together with Environment Artists (Lumen / legacy lighting). Brought scenes to a cinematic look and
reduced lighting iteration count by 25%.
Junior Level Designer → Middle Level Designer · VSquad (Track racing / VR shooter)
2022 — 2023
• Worked on 6+ projects (mobile, PC, console) at blockout, whitebox, and greybox stages. Designed levels for action, adventure, and
stealth games.
• Mastered the full Level Design cycle in Unreal Engine 4/5 and Unity: from metric grid and modular kits to final handoff of scenes to the
Environment team.
SKILLS
Level Design Scene Architecture Tools 2026
Blockout / Whitebox / Greybox Lighting & Atmosphere Unreal Engine 5 (Lumen, Nanite)
Layout & Spatial Design Composition & Framing Unity + HDRP
Pacing & Flow Modular Kit Design Blender / Maya (blockout)
Combat / Encounter Design PCG / Procedural Tools Midjourney / Flux / SD
Traversal & Verticality World Partition / Streaming Codex / Claude (scripts)
Environmental Storytelling Post-Process & VFX Setup Houdini (basic)
Metrics & Telemetry Analysis Optimization (LODs, Culling) Perforce / Git / Jira
EDUCATION & ADDITIONAL
Taras Shevchenko National University of Kyiv · Computer Graphics · Bachelor’s · 2018–2021
Coursera · Level Design & Environment specializations · 2021–2023
Languages: Ukrainian — native, Russian — fluent, English — B2+/C1 (technical documentation, stand-ups, UE docs)
Strengths: telemetry reading, fast iterations, working within constraints, environmental storytelling, mentoring junior LDs
Interests: PCG pipelines, AI-assisted level generation, immersive sim design, lighting as a gameplay tool