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T Pruski Level Design Portfolio

As a lifelong gamer, it was pretty much meant to be that I would become a game developer. I chose Level Design, because that is where all the elements intersect and come together as an actual game, and making that happen is absolutely beautiful. I have a lot of experience in creating AAA FPS and RPG games, but I've also worked with smaller studios on less hyped, but no less ambitious projects. Personally, I'm very active in the Polish game development scene, where I give lectures and run worksho

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Tomasz Pruski
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0% found this document useful (0 votes)
377 views4 pages

T Pruski Level Design Portfolio

As a lifelong gamer, it was pretty much meant to be that I would become a game developer. I chose Level Design, because that is where all the elements intersect and come together as an actual game, and making that happen is absolutely beautiful. I have a lot of experience in creating AAA FPS and RPG games, but I've also worked with smaller studios on less hyped, but no less ambitious projects. Personally, I'm very active in the Polish game development scene, where I give lectures and run worksho

Uploaded by

Tomasz Pruski
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Tomasz Pruski

Level Design Portfolio

Postcards from Georgia


In the development of Sniper Ghost Warrior 3,
a AAA game set in conflict-torn Georgia, I was
responsible for a large chunk of Level Design,
including entire map blockouts (3km x 3km -
around 6 sq. miles), epic locations for story
missions, smaller villages for side operations,
and even points of interest scattered around the
map.

My designs were used in various marketing


materials due to their aesthetic and gameplay
values, and noted by critics and influencers in
their playthroughs.

I cannot showcase work on other products due


to them being still unannounced (but trust me,
they're pretty sweet too)
View from one of the sniping spots

Pictured above is the location for the "Cut Off" mission - one of the main campaign missions. The
goal was to make a really big and highly vertical location that could be approached by car via two
main roads - one from the bottom, and one from the top. Once there, the player would have
multiple paths of infiltration, including ziplining in or sneaking through the sewers. The map also
featured a monolithic control centre in between the two main levels, where the mission climaxed,
so the players wouldn't have to backtrack after choosing one way of approach over the other.

The Level Design process was very


challenging for this project due to the three
approaches players could take on their
missions - sniping, stealth, and direct combat.
Locations had to accommodate all three
styles, and also allow for a good scouting
opportunities with a remote-controlled
drone.

Another challenge in creating those locations


was "Extreme Navigation" - a Parkour-style
movement system which allowed players to
scale most walls and shimmy along ledges.
This meant that there would be no invisible
walls and fake limitations - the locations
would have to let players choose their own
paths at all times.
Village region - snowy, mountainous area with long, winding roads and dangerous cliffs

I was one of the two people responsible for the high-level design and blockout of two out of
three regions available in the game. The blockout included designing the heightmap, choosing
the placement of main story locations, roads, points of interest, and the safehouse. Designing for
game flow meant placing the safehouse and fast travel points in ways that would encourage
exploration but also retain convenience for the player.

Dam region - a rural area focused around a giant dam. Lots of smaller villages and nature.
Fuck
A friendly village occupied by the enemy - mix of neutral NPCs yeah
and Papyrus
hostile AI

Having created huge swathes of


land for the game, I also had to
populate them with enemy
outposts, friendly villages with
NPCs going about their daily
routines, and occasional
roadblocks to keep the players on
their toes.

The maps could be navigated by


car, and the game had a dynamic
Fuck yeah Papyrus
time and weather system, so the
locations needed to account for
multiple ways in and out, have
realistic scenarios for crowd AI, and
dynamic changes during the day.

The levels also had hundreds of


collectibles hidden behind
Extreme Navigation puzzles, drone
challenges, and hostage situations,
where players had to free civilians
from the hands of the occupant.

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