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About me

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Hi, I’m Artem! I’m a Level Designer with several years of experience in the game industry, including commercial projects.I believe a good level should be engaging even before the final art is added, thanks to its gameplay, layout, and the choices players make.

My Approach

Every decision has a purpose.I design spaces around player actions. Paths, obstacles, and mechanics should work together towards a common goal.Guide, don’t force.I use the environment, landmarks, and composition to help players find their own way and stay interested in exploring.Let players experience, not just watch.I want players to truly experience the role they play. I create game environments that let players experience something new.

Software & Skills

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Исходный размер 1672x941

The following projects show how I bring my approach to life, creating levels for different genres and gameplay experiences.

Nikoderiko: The Magical World

Platformer | Level Designer

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My task was to create a level from scratch and bring it to its final version. The level had to include two gameplay mechanics: flowers that shoot acid and falling / seesaw platforms. It also needed an elevator as the main WOW-moment of the level.

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Level Layout

Level Blockout

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First, I prepared a design document and created the level layout, planning player routes, obstacles, enemies, and gameplay mechanics.Then, over the course of one month, I built a playable blockout and improved it through several iterations.After that, I coordinated the work of a level artist, making sure the gameplay was preserved during the visual development. At the final stage, I made adjustments and polished the level with its finished environment.

Final Level

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I designed and completed a full playable level that became part of the commercial release of Nikoderiko.

Y2kill

Fast-Paced FPS | Level Designer

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Design dynamic, vertical arenas for a fast-paced shooter where players can move quickly, use different weapons, and fight across multiple height levels.

Bubble Diagram and Level Layout

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First, I created a bubble diagram, then developed a detailed level layout and defined the main level metrics.After that, I started building the level in the game engine, creating four combat arenas and a separate boss section.

Final Level

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As a result, our team created a short but complete vertical slice of a fast-paced shooter, featuring dynamic combat, multi-level arenas, and a final boss fight.

QUACK

First-Person Horror Platformer | Level Designer

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Design and build a level for a horror platformer where players control a small toy duck trying to escape from scary children. The main goal was to create an engaging environment for exploration and escape while considering enemy behavior.

Level Layout and Design

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First, our team developed the game concept and prepared a design document. Based on it, I created a level layout, planning player routes and the placement of key gameplay elements.Then, I built the level greybox, taking player movement and enemy behavior into account.After that, I worked on the level art, setting up lighting and placing 3D models that I had requested from our 3D artist.

Artem Murzin | Level Design Portfolio
Проект создан 30.10.2026
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