Georgi Simov
Design Portfolio

PROJECTS


Splash Damage - Transformers Reactivate

3 Years
Responsible for: Level design; Mission design; Multiplayer feature prototypes in Blueprints; Tools; Gameplay preservation;
​
​
Under NDA


Training Grounds - Killing Floor 2

2 Months

3 Devs

First Person
Placed 5th in the game's official mapping contest
Responsible for: Level layout; Collision pass; AI spawn & navigation; Set dressing & Lighting
​
​

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.
​
​

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.
​
​

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.
​


LIEbrary

7 Days

5 Devs

First Person
Epic MegaJam Finalist
Responsible for: Level layout; Set dressing; Balancing
​
​
​
​
​
​
​
​

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.
​
​
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.
​
​
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.
​




Lost in Timeslation

7 Days

4 Devs

Split Screen
Epic MegaJam 2023

About Me
CV
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.