GRIT ™
Third-Person, Action, Shooter, Battle-Royale, PVP
Lead Level Designer at Team Grit
(June 2020 - July 2023)
Engine: Unreal Engine 4
Team size: 30
Team GRIT was my first professional role in the gaming industry. I joined during the early stages of development as the sole level designer, taking the lead in refining various areas of the map while contributing to the overall artistic vision. This page highlights the level design process and the iterative development that shaped the game’s environments.
One of the key takeaways from working on GRIT was the importance of iteration—constantly improving past designs and creating engaging, enjoyable experiences.
Responsibilities:
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Planning and designing the layout of different areas, ensuring they provide balanced gameplay experiences, from combat encounters to exploration.
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Sculpting terrain, painting landscapes, and applying foliage across multiple biomes.
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Ensuring the map's design supports smooth player progression, balanced combat, and strategic opportunities for both solo and team-based play.
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Constructing buildings, structures, and landmarks using modular assets.
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Continuously refining and iterating on levels based on feedback and playtesting results, adjusting layouts, and fine-tuning the overall experience to enhance player engagement.
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Integrating and optimizing assets within the game world, ensuring both functionality and aesthetics.
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Ensuring levels were optimized for performance, maintaining a balance between visual quality and smooth gameplay.
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Contributing to the design of the environmental scenes for the main menu.
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Tweaking lighting and color palettes to match the mood and tone of the game
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Designing interior layouts, including set dressing, lighting, and placement of loot spawners.
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Delegating tasks and providing feedback to the other level designer to ensure cohesive map designs that adhere to the same design principles.
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Designing the Second Chance Underworld arena map, including terrain layout, lighting, and prop placement.

Design Process
I took the lead in designing the majority of the towns and areas across the map. My goal was to continually improve on previous designs, always asking myself, "How can we make the next town better?" Through continuous feedback and iterations, the map evolved significantly, with each new area developing its own unique backstory and character. Below is the step-by-step process I followed throughout this journey
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Research & Planning
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Blockout Creation
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Terrain & Environment Design
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Asset Integration
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Gameplay Flow & Balancing
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Set Dressing & Detailing
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Iteration & Refinement
Research and Planning
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Most of my layouts began with a rough 2D sketch on paper, outlining combat zones, pathways, and obstacles.
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Since the game was a cowboy Western shooter, I drew inspiration from games like Red Dead Redemption and PUBG, as well as old photographs from the time period.



2D map sketches used to visualize town layouts prior to the blockout stage

Created a map mockup to outline train routes, future locations, and outdated areas.
Blockout creation
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Due to a limited art team, we primarily sourced environmental props from the Unreal Marketplace. I designed town buildings using modular sets and combined them with Blueprints.
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During the blockout stage, I arranged the buildings to complement gameplay mechanics and player encounters, focusing on pathing, loot locations, line of sight, elevation, and overall flow
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Some areas, like the oil refinery, were built from scratch using primitive shapes before being handed off to the artists.

Early Prototype

Early Prototype


Early Prototype
Terrain and Environmental Design
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In GRIT, the terrain and environmental features were key to shaping gameplay. I aimed to use the environment to create unique experiences across the map. The GRIT map featured multiple biomes and distinct environmental areas, including snow, grassy plains, forests, and deserts. Designing these varied experiences was an incredibly enjoyable part of the process.









Highlighting different regions of the map
Second Chance Arena:
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One of the most unique areas I worked on for GRIT was the Underworld Second Chance Arena. This 1v1 arena, set in a high-noon undead underworld theme, gave players the opportunity to fight their way back into the game. After gathering feedback on the initial design, I refined the layout into a two-lane, symmetrical level with balanced cover opportunities.

2D map prototype

Layout with terrain and first lighting pass

Early Prototype

Final polish with detailed lighting and props
Final Polish
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One of my favorite steps in the design process is adding small details to make the environment feel authentic and lived-in. In every scene I create, I focus on uncovering its story and using asset placement to tell a compelling narrative.
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I can't emphasize enough how crucial iteration was during my time on GRIT. Each new location on the map presented a fresh learning opportunity. I was always focused on refining past designs while pushing to innovate on future areas. This project significantly enhanced my skills and provided me with invaluable new knowledge.
