I have been leading the content workflow side in our content creation pod, mentoring new joiners, doing workshops on various ways to work smarter, owning editor improvement epics, sharing knowledge across studios, documenting tasks and level design best practices. These all together allowed us to make more and better levels faster and also cut back on QA time.Â
2017-2024 our content team grew from 2 to 8 people and gradually raised the amount of levels made by 5x and also their complexity by ~4x. We analyse content related metrics weekly to validate our assumptions, test new ideas regularly, than constantly/gradually improve our level creation by applying the learnings. We continue to make better performing, more fun and also powerup friendly levels.
I designed around 1550 levels so far. (up to 2024)Â
Here are a few recent screenshots and some older levels being played:
2012-2015
My main tasks were creating levels, designing and testing gadgets, contraption elements, till they could become an integral fun element of the game, then building an update worth of well paced campaign levels teaching the new elements. Also made all sandboxes and racing levels.
Created around 80% of the levels in the first 5 chapters: Ground Hog Days, Rise and Swine, When Pigs Fly, Flight In The Night and Tusk 'Til Dawn + Road Hogs and Sandbox levels.
Few of my levels from various chapters:
Back in 2016 I was featured in Employee Stories: