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Євген

Level Designer

Возраст: 35 лет
Город проживания: Киев
Готов работать: Удаленно
Возраст:
35 лет
Город проживания:
Киев
Готов работать:
Удаленно

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Yevhen Levytskyi
Level Designer
Ukraine (Remote) | [открыть контакты](см. выше в блоке «контактная информация»)
Email: [открыть контакты](см. выше в блоке «контактная информация»)
LinkedIn: [открыть контакты](см. выше в блоке «контактная информация»)
levytskyi-leo
ArtStation: yevhen-leo.artstation.com

SUMMARY
Level Designer with 4.5 years of experience in FPS PvE and PvP development and 7 years in
game production overall. Specializing in combat-focused level design, spatial readability, encounter
pacing, and player-centric gameplay flow. Skilled in Unreal Engine 4/5, Blueprints, level streaming,
optimization, and collaborative workflows. Former QA Engineer (2+ years), providing strong
foundations in testing, usability, debugging, and system validation.

SKILLS
Level Design:
Blockout, encounter design, gameplay flow, pacing, combat spaces, traversal metrics, spatial
readability, player guidance, AI navigation, cover placement, encounter scripting, level metrics,
zone composition

Technical:
Unreal Engine 4/5, Blueprint scripting, Level Streaming, World Partition, Profiling & performance
optimization, LODs, collisions, NavMesh, triggers & events, debugging tools

Collaborative / Workflow:
Iteration cycles, playtesting, documentation, task breakdown, cross-disciplinary communication
(Game Design, Tech, AI, Art), Agile/Scrum

Soft Skills:
Problem solving, analytical thinking, clear communication, adaptability, cross-team collaboration,
playtest-driven iteration

TOOLS
Unreal Engine 4/5, Blueprints, SVN, Perforce, Jira, Confluence, Miro, PureRef, Photoshop (basic)
PROFESSIONAL EXPERIENCE

Level Designer

La Quimera (Reburn) - FPS PvE / Combat-Driven Game
2022-2025

 Built 3 full FPS PvE story-driven levels from blockout to final playable quality; delivered
multiple prototype locations during preproduction.
 Designed 20+ combat encounters, including enemy waves, patrol routes, choke points,
cover layout, and player movement flow.
 Created exploration spaces using metrics, readability guidelines, and navigation cues,
improving player route clarity across all levels.
 Structured encounter pacing: pressure zones, breathing points, enemy timing, and resource
distribution to shape moment-to-moment gameplay.
 Implemented gameplay logic and events using Blueprints: interactables, triggers, scripted
sequences, and dynamic combat setups.
 Collaborated with cross-disciplinary teams (Game Design, AI, Tech, Art) to maintain
performance and consistency across the project.
 Optimized levels for performance: streaming setup, culling, LOD adjustments, collision
cleanup - improving frame stability across all maps.
 Maintained comprehensive documentation: flowcharts, level briefs, blockout plans, and
metrics sheets.
 Conducted regular playtests (10+ per level), analyzed player behavior and pain points, and
iterated layouts to improve pacing, combat clarity, and spatial readability.

Junior Level Designer

Unannounced project (Blackwood Games ) - FPS PVP / Combat Game
2021-2022

 Created early blockouts for multiplayer maps and iterated layouts based on testing.
 Worked on spatial planning, metric alignment, and Blueprint scripting for prototype gameplay
scenarios.
QA Background (Wargaming, Blackwood Games - 2+ years)
2018-2021

Projects:
• Warface (Blackwood Games) - online multiplayer shooter
• World of Tanks / Warplanes (Wargaming / Persha Studia) - arcade military simulators

Experience that strengthens my level design skills, especially in systems validation, usability,
readability, and debugging.

 Performed hundreds of functional, regression, and stability tests across two large-scale live
projects.
 Validated gameplay systems, levels/maps, weapons, visual content, and localization before
patch releases.
 Worked with build preparation, basic automation (bot-based smoke tests), and live-ops
hotfix verification.
 Maintained documentation: test cases, checklists, reports, and communication with cross-
functional teams.

Tools: Jira, TestRail, Confluence, Jenkins, Perforce, CryEngine Editor

This QA background helps me design levels with fewer issues, cleaner logic, and stronger player
readability.

EDUCATION

Specialist in Marketing - National Aviation University, 2011
Master in International Economics - University of Finance and International Trade, 2011

LANGUAGES

Ukrainian - Native
Russian - Fluent
English - B1 (Working proficiency)

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