About me
Vasiliy Skobelev
Level Designer. Consultant. Speaker. Science Editor.
Hi! I've been developing games for the last 10 years. It was a long journey with lots of challenges. I've tried out different jobs and participated in different cool projects. Alongside my primary work I take contracts on game literature as a Science Editor from time to time. At some point I've decided to showcase all my content in one place. That's how this site came to be. Welcome =)
Games
Here you can see projects I've worked on and my respective roles at the time.
Level Designer, Project Manager, QA
Level Designer, Scrum Master
QA, Game Designer
SMM, PR
Lead Level Designer
Lead Level Designer
Portfolio
I've never been a fan of making levels in free time. It's hard for me to pour so much time into something that doesn't work towards the release I'm currently working for. So you can imagine a huge impostor syndrome much later on =) At some point I've decided to fix the lack of levels in portfolio and attend to CGMA Level Design for Games under the thorough eye of Max Pears. It's been a blast. You can watch walkthrough videos and even download playable builds below (see video description section for details).
Books
Science Editor – a person responsible for fact checking. Everything has to be right and accurate which involves lots of research. I like such thorough work so I've done it for a number of books translated to my native language. You can the original english versions below.
Students
Alexander. Confident Unreal Engine user. 2 individual sessions.
Arsalan Azizi. Confident Unreal Engine user. 2 individual sessions and a week long written feedback after each.
Zakhar. 12 years old. Haven't used Unreal before. 8 individual sessions.
Alexander. Junior Level Designer. Level inspired by Resident Evil. 8 individual sessions.
Sergey. Level Designer. 5 individual sessions.
Alexander. Third year of college. 12 group sessions.
Ilya. Third year of college. 3 group sessions. The 1st homework.
Референс
Результат
Ilya. Third year of college. 12 group sessions. Course work draft inspired by immersive sims.
Pavel. Junior Level Designer. Haven't used Unreal before. 8 individual sessions.

Nikita. Third year of college. 3 group sessions. The 1st homework inspired by Payday 2.

Acknowledgements
Articles
The first article from a series where I talk about level design.
The second article from a series where I talk about level design.
The best piece on level design I've managed to pull off
Collegues from My.Games and me sharing different tips on map development
Patrick Kindlon and me talk about interesting details of the first map from War Robots: Frontiers
Shredder-Blitz and me dig into the design process of the second map from War Robots: Frontiers
Vasiliy Skobelev, lead level designer at My.Games' studio Pixonic, shares his tips on how to make interesting open worlds and understand the different types of game levels
An extended version of my piece on open world games design. If you haven't read the GamesIndustry version, I'd recommend to stick with this one, it's literally 1.5 bigger and includes everything I've wanted to say on the matter.
Contacts
Made on
Tilda