Senior Level Designer
7+ years of professional experience in Level Design. Specialized in massive PvP spatial balancing, systemic open-world standards, and technical iteration workflows.
7+ years of professional experience in Level Design. Specialized in massive PvP spatial balancing, systemic open-world standards, and technical iteration workflows.
The primary design goal was to ensure that combat remains uncertain until the final moments.
To achieve this, the level intentionally adopts a layered, progressive terrain and environment structure, reducing reliance on static wall defenses while increasing the complexity of urban and street-level combat.
This allows both attackers and defenders to engage in dynamic counterplay, employing a variety of tactics and strategies to contest key objectives, ultimately delivering a strong and engaging gameplay experience.
Across multiple seasons, the map maintained a long-term win-rate balance within a 46–54% range, and became one of the most popular maps in competitive league play.
Demonstrating how spatial constraints shape combat encounters. Focus on multi-route pressure and line-of-sight management for large-scale unit battles.
Authored the "Level Environment White Paper" to bridge design intent and technical execution. Focused on 3C Data Management and Environment Standardization.
The following data has been anonymized and desensitized for demonstration purposes, and is included to showcase design and development methodology rather than for practical use.
| Movement Speed |
Walk: 1.5–2.5 m/s Jog: 4.5–5.5 m/s Sprint: 5–7 m/s |
| Vertical Traversal |
Step Height: ≤ 0.35 m Assisted Step Range: 0.35–0.65 m (requires traversal logic) Max Drop Height: 1.1 m |
| Jump & Air Control |
Horizontal Jump Distance: ~4 m Falling Acceleration: 20 m/s² |
| Swimming Movement |
Swim Speed: < 2 m/s Sprint Swim Speed: < 4 m/s |
Metrics defined by level design to align 3C behavior, traversal logic, and encounter pacing.
| 0°–30° | Fully traversable terrain. No movement or combat restrictions. |
| 30°–40° | Traversable with reduced stability. Combat remains viable. |
| 40°–50° | Limited traversal. Intended for controlled pathing or obstacle edges. |
| 50°–70° | Avoid Making |
| 70°–90° | Anonymized sensitive information |
| Agent Category | Standard NPC |
| Agent Radius | 0.4 m |
| Agent Height | 2.1 m |
| Step Height | 0.35 m |
| Max Walkable Slope | 40° |
| Agent Category | Standard NPC |
| Agent Radius | 0.4 m |
| Agent Height | 2.1 m |
| Step Height | 0.35 m |
| Max Walkable Slope | 40° |
Managed large-scale whitebox planning for regions from 1km² to 4.1km². Focused on content hierarchy (Primary/Secondary/Tertiary POIs) and exploration flow.
Collaborated with the engine team to eliminate iteration bottlenecks through custom toolsets.
All projects shown below were independently developed during personal time using
Unreal Engine 5.
Gameplay systems were implemented exclusively with
Blueprints,
Blueprint Interfaces, and
Gameplay Ability System (GAS),
with no external plugins used.
All art assets were legally purchased from the UE5 Fab Marketplace and are used
solely for personal learning, design exploration, and development practice.
Independently developed gameplay whitebox focused on high-density linear flow and verticality. Validating 3C mechanics through environmental navigation.
All projects shown below were independently developed during personal time using
Unreal Engine 5.
Gameplay systems were implemented exclusively with
Blueprints,
Blueprint Interfaces, and
Gameplay Ability System (GAS),
with no external plugins used.
All art assets were legally purchased from the UE5 Fab Marketplace and are used
solely for personal learning, design exploration, and development practice.
Exploring micro-scale encounter design and environmental storytelling within a compact linear space. High-intensity pacing in a 5-8 minute vertical slice.