My Responsibilites
Designing and building level layout and crafting spaces for combat encounters, cooperating with combat designers in honing these experiences.
Full ownership of several levels, collaborating closely with strike teams to ensure cohesive design and implementation.
- Conducted technical passes to refine navigation and collision systems, ensuring seamless gameplay.
- Scripting mechanics and objectives on levels and refactoring Blueprints.
Acting as a bridge between level designers and other designers, establishing guidelines and improving pipeline and tools.
Keeping associated level design and game mechanics documentation.
Collaborating with multiplayer team, providing constructive feedback and finding opportunities to increase the quality of the product.
Contributing toward metric system.
Collaborated with QA to address and resolve various bugs, including those related to art, scripting, and gameplay systems.
Contribution to the project
As a level designer on Painkiller (2025), I had full ownership of Winding Canyons and Tower of Babel levels. Most of my responsibilities was to create a blockouts for these levels from scratch, prepare documentation and collaborating with Art, Animation, Design, Combat and other departments to ensure all level design aspect comes well together.
Tower of Babel - Souls and Sands
The final level of the desert biome. A Nephilim protects Azazel's soul beacon atop his tower of false worship. Player goal is to stop the beacon within the Tower of Babel, by slaying Anak the Soulbinder.




Withered Shrines
A small combat arena, partially symmetrical, with a statue in the middle that we can knock over to form a path into the Solitude Valley.

Solitude Valley
An exploration space that resembles a forgotten city on the outskirts of the tower.



Sundered Chapels
An objective arena where players collect souls and throw them into a vessel with souls. It consists of four chapels, accessed via different mechanics, each containing a soul extractor. A hole in the center increases the risk of players throwing them into a vessel. Two bridges allow for easier throwing.

Dread Borough
A section of the city on the outskirts inhabited by soul collectors. The space resembles a housing estate that the player must traverse while exploring.





Memory of Babel
A large combat arena separates us from the boss fight. Its shape resembles an infinity sign.

Anak The Soulbinder
Traversing the inner walls of the Tower of Babel, players must utilize their agility. At the end, there's a room where players can recover resources and prepare for the boss fight.



Winding Canyons- Souls and Sands
The first level opening the desert biome. The Ark of Annihilation rests hidden in these labyrinthine canyons, players goal is to recover the Ark and take it to the King Solomon's Mine, which is next level.

Dustfall Caves
A large open exploration space, which acts as a small playground at the starting point. Here, players can engage in combat, demonstrate their movement skills, or cooperate to obtain treasures and resources.

The Monoliths
An elongated, medium-sized combat arena constructed with three pillars supporting the ceiling. It is located beneath a cave, open on one side.

Revolters Gaol
Exploration Space, where players must reach the other side of the tower. A vertical space where players must climb cages. After emerging, overlooking the temple, players can solve a cooperative puzzle to obtain treasure or proceed directly to the next arena.




Nexus of Binding
An objective arena consisting of two floors. Players collect souls on the bottom floor and must then throw them into the Vessel on the upper floor. Players can either pass them to others on the upper floor or run alone with them, along longer paths.

Road to Prison
A long corridor, along the outer wall of a prison where a riot broke out, reveals open cages and prisoners jumping off. Along the way, there's a cooperative section and many nooks and crannies filled with traps to explore.


Penance Plaza
A large-scale combat arena set in a prison. It features a plaza, lower and upper floors, and hanging cages. Symmetrical, with elements that subtly break up the structure.

Bridge of Atonement
A connection between the prison and the temple. We see soul collectors escaping from the top of this bridge. The player's goal is to find their way to the lower level of the bridge.

King Solomon's Temple
Another objective arena with a Soul Vessel in the center on the lower floor. Players can use three Soul Extractors. Each has varying difficulty levels. One must be reached by jumping across a collapsed platform, while the others have a blocked path directly to the Vessel.

Once completed, we approach the final set piece. We release the Ark of Annihilation, which we must feed and guide through the sandstorm. Players must stay close to the Ark, as a Forcefield protects them from the sandstorm.
