Painkiller
Full ownership of end-to-end arena development for the latest DLC expansion + many tweaks and fixes for a few spaces from the main game. My focus was on engineering high-density combat spaces where technical flow meets oppressive, atmospheric world-building.
'on paper' concept > blockout > objectives setup > enemy waves setup > collision & nav pass > polishing
Anshar Studios
2+ years






DLC: There was a need to come up with, design, and implement 10 combat arenas universal enough to utilize a number of different objective types.
Base game: Some of the old spaces needed to be redone as new guidelines emerged which changed some of the KPIs.
DLC: I took ownership of the arenas end-to-end; all of them were great fits, not only for the DLC's plot but, more importantly, for following the long-standing gameplay and level design guidelines.
Base game: Exploration spaces got longer and more engaging with more pickups and secrets to be found, some combat arenas needed their platform-to-platform communication, enemy waves, and objective conditions tweaked to match the new standards.

