From 2014 to 2017, I worked as a Level Designer with Wargaming Seattle on an unannounced 3D action-combat title, built in a custom engine.
The core of my responsibilities included building, playtesting, and shipping 3D competitive multiplayer levels from layout to final art.
Other day-to-day duties included environmental systems design, interdisciplinary team liaising, problem-solving, research & documentation, and gameplay ideation.
More information on the specifics of the project and duties involved will be added at a later date.