Off the grid

Level Designer

Gunzilla Games GMBH
December 2020 - August 2024

Engine

Unreal Engine 5

Summary

Off The Grid is a cyberpunk, multiplayer, third person shooter with heavy PVE elements that merge traditional multiplayer content with coop experiences. The project is also featuring very interesting gameplay elements revolving around the swapping of cyberlimbs that grant abilities to the player on the fly.​This is also one of the reasons why I became interested in the project as a level designer, as I get to design environments that support multiple forms of traveling and have great verticality in them.

Achievements

◉ Delivered the locations of Bonded Docks, Stork City, Little Kyiv and Saltie in complete form after full iteration from paper
design to dressing and polishing.

◉ Developed reusable and modular POI layouts; reducing
production times for locations in between regions by 40%.

◉ Established and maintained the PvE mission creation pipeline, coordinating level design, scripting, and narrative.

◉ Collaborated with art teams to align final art with gameplay
intent, collisions and navigation, leading to a 20% boost in player retention during season 1.

◉ Developed special play-tests with surveys and documentation for each region of the map, speeding up iteration and feedback collection significantly.


World Design


Little Kyiv

I contributed to the early development of Little Kyiv, focusing on designing and implementing building interiors and aligning them with evolving exterior layouts. As the city structure changed throughout production, maintaining spatial coherence and gameplay readability was a key challenge.
I designed multiple mission-enabled buildings (e.g., bank, clinic, thrift store), owning both exterior and interior layouts. Each space was built around multiplayer combat flow, ensuring clear navigation, no dead ends, and uninterrupted traversal to prevent player frustration in a high-intensity battle royale environment.
As development expanded to the city outskirts, I addressed transition issues where roads and urban density felt abruptly cut off. To solve this, I created reusable BPPs (Packed Level Actors): modular gameplay scenarios built from existing assets (e.g., crash sites, crate clusters) containing loot, cover, and vehicles.

These instanced “mini-levels” allowed rapid prototyping of surrounding spaces, enabled team-wide reuse, and supported efficient iteration and performance optimization through centralized asset updates.


Saltie

I worked on Saltie from early concept through final implementation. The location initially revolved around an underground fight arena; I created the first blockouts, designing a central ring space and elevated combat areas across the surrounding pipe infrastructure.

As the narrative direction evolved, I contributed to the final desalination plant layout. I designed key sections of the main processing buildings, balancing industrial scale (dense pipe networks, verticality) with clear multiplayer readability and combat flow.

To support smooth traversal, I opened floor sections, integrated pump structures as vaulting routes, added rooftop stair access, mezzanine sightlines, and used pipe networks to connect adjacent buildings into the broader playspace.

Reserve Osmosis Buildings

The Salt Piles

I also owned the eastern salt pile zone, including the crane areas. In collaboration with environment art and modeling, we developed a modular containment kit (walls, gates, curved and straight pieces) that allowed terrain-like traversal while preserving scale and visual intensity.

Vehicles were strategically integrated to provide cover, guide movement, and support believable world-building.
The most complex challenge was merging the industrial plant, salt fields, and nearby monorail station into the surrounding natural environment, ensuring logical transitions and cohesive spatial flow.


Stork City

Stork City, located north of Little Kyiv, evolved from a decayed construction project into a vertical traversal hub. As rooftop access and wingsuit mobility became central to its identity, the location shifted toward more complete high-rise geometry to support vertical combat and cross-map movement.
I contributed across the entire location. Early on, I designed and iterated on the central construction site, including the data cube extraction terminal, surrounding walls, entrances, and primary building layout. I introduced underground pipe routes to create alternative traversal paths, balancing stealth opportunities with exposure to maintain fair multiplayer combat.
As the district expanded, I led the design of modular interior floor layouts. We developed a reusable building blueprint: consistent ground loot distribution, stair access, elevator shafts, and occasional zipline shortcuts to reinforce vertical flow and rapid rooftop access. Rooftop combat became a defining feature, and I balanced jump distances, crane traversal, and inter-building sightlines to encourage dynamic cross-building fights while maintaining readability and counterplay.
I was also heavily involved in dressing and finalizing large portions of the location, including multiple roads and open construction spaces. Given the wide and initially sparse street layouts, I collaborated with environment art to implement vehicles, construction assets, and systemic cover placement to ensure ground-level combat viability. Special care was taken to maintain clean collision and smooth traversal across dense construction geometry, preventing snagging or unintended player friction.