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  •  Technical Level Design  on a massive online multiplayer game

  • Creation of a 100 player Battle Royale map, working together with a team of 6 level designers

  • Design & concepting of various areas of the map

  • Creation of landscape and various Points of Interest (villages, bandit camps, outposts, etc..), using Unreal Terrain tools, BSP Brushes and art assets from our team

  • Set dressing (props & foliage) & Loot placement

  • Blueprinting procedural tools to speed up workflow of the team

PC (Steam)

Unreal Engine 4

Unreal Blueprints (C++)

Tools used:

Unreal Editor, JIRA, P4V


10 months


Team size:


Current status:

  • Published on Steam (closed alpha)

  • Servers online daily at 20:00 - 22:00 CEST

Game Description:

Welcome to the 19th century. The Survivors is an Arctic Western Battle Royale where you and 99 other gold hunters fight for a claim in the gold rush. Scavenge for equipment in the rough, unforgiving Silverspring County. The environment sets the pace; only storm eyes are safe from the raging storm, and bandits are out for your gold. Do you have what it takes, or will you be blinded by your greed?

Creating the Yukon Map:

  • For The Survivors, I was working with a group of 6 level designers to create the Yukon map

  • I was responsible for tiles C2, C4, C5, C6, D4, D5 and D6

  • Apart from creating the art assets, those tiles were entirely my work. My level design tasks included: world and area concepting (themes), multiplayer flow planning, terrain sculpting (heights, smoothing) and painting (ice, snow, grass, mud, roads), creating buildings and structures from modular assets, AI camp placement, prop placement (set dressing), and foliage placement. 

  • I also created one of the hero pieces in our game: the Lumbermill on C4 


World design trailer:

  • The world design trailer shows some areas I created, such as the lumber mill and a house interior

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Points of Interest:

  • The following screenshots show the biggest POIs I designed and created

Technical Design / Blueprinting

Blueprinting work

As a technical Designer, I helped improve the team work flow by creating some tools in Unreal Blueprints

  • I created a "cheat tool" for level designers, allowing faster movement, teleportation, spawning weapons, etc

  • I made a "metrics tool" for character balancing, making for easy tweaking in-game

  • I also created a procedural spline asset spawner for set dressing

  • Finally, I made a procedural area spawner for set dressing, which can be seen below

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If GIF fails to initialize, please right click > reload frame or refresh the page


Blueprinting Document

For school evidencing purposes, I made a document describing my process of developing and iterating on the two procedural set dressing tools that I created. It can be found at


Level Design - Design Documentation