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Home: Welcome

Georgi Simov

Design Portfolio

PROJECTS

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Splash Damage - Transformers Reactivate

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3 Years

Responsible for: Level design; Mission design; Multiplayer feature prototypes in Blueprints; Tools; Gameplay preservation; 

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Under NDA

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Training Grounds - Killing Floor 2

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2 Months

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3 Devs

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First Person

Placed 5th in the game's official mapping contest

Responsible for: Level layout; Collision pass; AI spawn & navigation; Set dressing & Lighting

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Community

The official wiki of the UDK was quite minimal so I had to become an active member of the modding community. It was great to talk to so many nice, helpful and creative people. The player feedback I got through the steam page was very useful in helping me spot some of the flaws.

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Scope

My initial sketches and ideas were of a much bigger level. As the deadline was approaching I realized that some areas will need to be cut if we wanted to have a polished level.

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Metrics

At the start I looked at all other levels and measured the average map size, corridor width, floor height, etc. Once I had that reference I learned the modular set's rules so I could properly build the level.

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LIEbrary

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7 Days

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5 Devs

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First Person

Epic MegaJam Finalist

Responsible for: Level layout; Set dressing; Balancing

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Scope

Having only one week to make a game felt quite limiting. This short deadline taught me efficiency and gave me a better overview of what are the core elements needed to get a project up and running.

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Reference

This was the first project where I implemented the rule of gathering at least 50 photo references. This helped me think of gameplay moments while also considering the aesthetic appeal of the space. 

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Iteration

At one point we wanted to have procedural room generation. A quick prototype showed that it didn't fit the game. Since some core mechanics weren't implemented till day 3 I had to experiment with some layouts before we had gameplay.

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Lost in Timeslation

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7 Days

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4 Devs

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Split Screen

Epic MegaJam 2023

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About Me

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I've always been fascinated by people who were able to turn their hobby into a job. My father is a film cinematographer and from a very early age I was surrounded by artists of all sorts. I was lucky enough to have this type of environment and get an honest and unfiltered view of what it takes to be a creator. This lifestyle led to me analyzing the entertainment I consumed with care and mindfulness. Naturally I started looking at games from a different angle. I will always fondly remember the games that had unlockable "behind the scenes" videos that gave me insight of how challenging and yet rewarding this industry can be.

I picked to specialize in level design since behavioral psychology piqued my interest for a long time. In high-school I started to read and watch videos talking about the various techniques that level designers utilize in their work. The fact that it takes technical, artistic and design knowledge to make a level makes this role very engaging for me. 

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