
SCUM
Mid Level Designer
Oct 2019 - Aug 2023
Level Design Tasks
- responsible for designing, modeling, implementing and optimizing various game levels in Unreal Engine 4 that were released in live updates
- created blockouts, diagrams and layouts for open world levels
- worked on level and general game optimization overhauls, fixing bugs on levels and the open world, collaborating with coders and Q&A colleagues on testing and implementing levels into live updates
- helped to mentor and on-board arriving colleagues in Level Design Team, created documentation for specific tasks and co-managed junior team members on some level overhaul tasks
Weapons Factory POI
Weapons Factory, or Torpedo Factory is a Point of interest in the southern part of SCUM's map. Its purpose was to add a loot heavy location where the players can find weapons, ammo and other items useful for ranged combat.
In this location I was responsible for designing the layout for the whole POI: that included working with terrain tools to prepare the landscape, adding and balancing loot spawners, placing enemy spawners, and enemy patrol routes.
As well as doing the final set dressing and asset placement in the level.







Klenovnik Castle POI
Situated in the eastern part of the SCUM game map, set up on a hill, the castle overlooks the surrounding fields and villages. The level consists of the Castle, which is the largest structure in it, castle grounds, with its parks, foliage and fountains from a past era; and the surrounding castle buildings, which provide secondary functions to the main building. The Castle is modeled after a real-life Baroque building in Croatia, with its decorations and inner courtyards faithfully modeled.
In this location I was responsible for designing the layout for the whole POI: that included working with terrain tools to prepare the landscape, adding and balancing loot spawners, placing enemy spawners, and enemy patrol routes.
As well as doing the final set dressing and asset placement in the level.














Marina Hotel
This Hotel was made as a part of the bigger level City Novigrad - the main city on the southern island of the SCUM game map. The Hotel is meant to be a centerpiece of the city.
In this location I was responsible for designing the building's layout as well as its interior. For the final level I was also tasked with adding and balancing loot spawners and placing enemy spawners.
As well as doing the final set dressing and asset placement in the level.








Atomic City
This was a level the scale of a city modeled after the doomed city of Pripyat near Chernobyl. It was a team effort where everyone was given a part of the city and a few Points of Interest buildings to work on.
I was assigned to create the Azure Swimming Pools building and the old Prometheus Theater, as well as helping with set dressing and polishing the level design and flow of streets and walkways through out the whole city.
In this location I was responsible for designing the buildingss layout as well as its interior. I was also tasked with adding and balancing loot spawners, placing enemy spawners and enemy patrol routes.
As well as doing the final set dressing and asset placement in the level.











Other Locations
Worked on many various other locations, like an airfield open runway level, a trading outpost bank building with custom vendor, did set dressing for the SCUM 0.9 Cinematic Trailer and did set dressing for many more interior in the game.






Level Art
- created environment assets for the levels - modeled buildings, roads, props and furniture for the levels, created textures and materials for specific locations, and made seamless textures for shared locations and assets around the map - worked on specific case locations, like the vendor interior locations in Safe Trading zones and did set dressing and lighting for Cinematic trailer 0.9