
WARFACE
Lead Level Designer
2022 – 2023
GAME INFO
Genre: Multiplayer First Person Shooter
Status: Online
Engine: CryEngine
RESPONSIBILITIES
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Redefined PVE mission principles from tight corridors to wide arenas, improving pacing, readability, and overall direction and flow
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Scripted memorable narrative beats and mission events for 2 PVE missions and produced in-game cinematics, enhancing narrative connection to the mechanics
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Established a benchmark for mission encounters, combat sequences, and boss fights
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Expanded encounter variety via AI-behavior scripting and enemy-class extensions
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Coordinated with Rendering Team to overhaul landscape shaders and integrated World Machine/Gaea without hurting gameplay
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Guided Art on modular-kit production, establishing a reusable level-design library

RIFT: REVELATION
Rift: Revelation is the second part of a coop PVE mission codenamed Endor my Level Design team developed for Warface.
The overall feedback from the players was really positive, mainly because we managed to open up levels more to wide and open gameplay with the use of outdoor nature setting with perspectives and vistas instead of the narrow interior corridors that were used before us.
MISSION FEATURES
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Unique Labirynth gameplay of platforming and navigation in a dynamic automated warehouse
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An advanced miniboss fight, with teleporting Robot with the vulnerability of human operators that control the robot
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Features Bossfight with Flamethrower teleporting boss and flying deployable turrets in the fighting arena
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Scripted a unique Convoyer system for Containers delivery in an automated Warehouse to save resources on animation
RESPONSIBILITIES:
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Mission idea, concept, design, flow, and pacing managing
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Design and scripting of mission flow, miniboss and final Bossfight
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Lighting
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Scheduling and production planning
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Playtests


RIFT: INFILTRATION
Rift: Infiltration is the first coop PVE mission codenamed Endor my Level Design team developed for the project.
MISSION FEATURES
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Mission utilizes all types of combat distances from close to distant and areas of different sizes, where encounters are presented in vast configurations, from close-quarters ambush to sniper suppression fire.
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Features one miniboss fight, with teleporting Robot and his vulnerability being human operators that operate him.
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Features final 5 wave encounter arena, when climax happens by fighting two armored vehicles simultaneously and destroying them in close distance with C4
RESPONSIBILITIES:
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Mission idea, concept, design, flow, and pacing managing
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Design and scripting of miniboss and final wave encounter
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Lightning, and WorldMachine color mapping
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Scheduling and production planning
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Playtests

Studio presentation
Every month each studio Team makes a presentation of their monthly results for the entire studio. I decided to make a retrospective of our first PVE mission developed for Warface codenamed Endor, which you can see finalized above.
The presentation is made in a bit of a comical manner, showing how the team should've gathered references for the mission, but that is just me on vacation :D





















