About me
Vasiliy Skobelev
Level Design Director at Narratorika Online School
Hi! I've been developing games since 2014. It was a long journey with lots of challenges. I've tried out different jobs and participated in different cool projects. Currently I'm focused on Level Design courses at online-school Narratorika and my personal Telegram blog where I analyze contemporary games. Here I showcase examples of my work from levels and games to articles and works of my students. Cheers!

P.s. This page is dedicated to english content while you can find more on russian version of the site. Just click the RU button at the top and use browser translation feature.
Games
Here you can see projects I've worked on and my respective roles at the time.
Level Designer, Project Manager, QA
Official Website
Level Designer, Scrum Master
Official Facebook page
QA, Game Designer
Official Website
SMM, PR
Official Website
Lead Level Designer
Official Website
Lead Level Designer
Official Website
Head of Level Design
Telegram
Projects I've helped with as consultant.
Steam
Play Market
Steam
Steam
Steam
Portfolio
Here you can find my works which I've delivered as level designer, lead or even a student of CGMA.

Let's start with levels and maps I've worked on personally.
War Robots: Frontiers | Spectrum
Complete assymetry and two lanes with different elevation didn't get in the way of perfect winrate. Also features water bodies that impacts robots max speed.
War Robots: Frontiers | Fissure
Partial assymetry. 4 elevators and danger zone on the top which you can activate by shooting dedicated buttons.
War Robots: Frontiers | Catalyst
Dagerous lava rivers. Additional attack line above pipes. Mobile POI at the centre.
War Robots: Frontiers | Tutorial & Firing Range
Singleplayer mission with almost ideal funneling (97%). Shooting range in VR-simulation style for players to test their newly assembled robots. Both feature tons of unique game logic designed and prototyped by yours truly.
War Robots: Frontiers | Event Maps
I took early drafts and finalized them to support all released game modes so the team would have a quick content for the year-1 updates.
Atomic Heart | Vavilov Complex
Expanded and improved on levels from the early build. Added more intricate pathways to interior sections. Added Moon Puzzle and all related spaces along with flooded room and the first floor of Seed Bank.
Atomic Heart | VDNH
I've worked on the critical path from the station up to the atrium along with early topology of the whole complex. Been later in charge of Pavlov exhibition and parts of Chelomey and Sakhalin exhibitions.
Now please take a look at some maps and levels developed under my supervision as Lead Level Designer.
War Robots: Frontiers | Terminus
The first 3-lane map in the primary matchmaking. Features huge divider at the centre and force fields blocking projectiles. Players can turn them off by shooting. Restore on cooldown.
War Robots: Frontiers | Horizon One
Big transversal space ship chassis with destroyable walls. Also features water bodies that impacts robots max speed.
War Robots: Frontiers | Tortuga
Unique horseshoe layout. Agressive verticality. Full symmetry.
Atomic Heart | VDNH
Supervised puzzles featuring light, magnet, laser, rotating rooms and ball labyrinth mechanics. Also led the development of the space above Beluga exhibition and all connectors in the complex.
Atomic Heart | Polygon 1
Relatively easy magnet puzzle. In fact it's served as alternate mechanic introduction if a player chose to visit it before VDNH.
Atomic Heart | Polygon 6
We've wanted to make a unique entrance from water canal. Inside you can find alternate introduction of rotating rooms mechanic but overall difficulty is intentionally much higher than on critical path of VDNH complex.
Atomic Heart | Polygon 9
The idea was to check how well a player can combine locks and keys (glowing balls). It can't be stored in inventory and all keys have to be carried manually one by one between rooms.
Atomic Heart | Polygon 10
If Polygon 9 introduced locks and keys here we've added key dispensers and lots of chasms where you can loose the key you are currently carrying. We challenged not only player's logic but how careful the one can be. Final section features simple magnet puzzle but with intricately placed button you have to find in order to open escape route. Scanner can make final room a bit easier.
Atomic Heart | Polygon 2
The ultimate skill check for everything a player has learnt in story mission of VDNH complex. Rotating rooms now contain additional movable parts inside each. Magnets now move both vertically and horizontally while featuring ledge climbing on some faces.
Atomic Heart | Polygon 11
Such content made me question if we've gone too far. The most challenging puzzle with rotating rooms. Space is divided in quadrants with lots of interactable parts. To compensate high intensity we've added short but memorable room afterwards where all walls rotate automatically blocking the exit door. You can slow them down by finding and inserting additional keys.
Now you can take a look at my CGMA homeworks (2023) I've done under supervision of Max Pears. You can find a link to playable build in the description of each video on YouTube.
Students
Aleksandr Fedkovich. Student of Narratorika. Group LDF-1 "First Person Adventures" (2026). 2 weeks, 2 iterations.
Mariia Vselenskaia. Student of Narratorika. Group LDF-1 "First Person Adventures" (2026). 2 weeks, 2 iterations.
Alexander Ostup. Student of Narratorika. Group LDF-1 "First Person Adventures" (2026). 2 weeks, 2 iterations.
Vladislav Radoshnov. Student of Narratorika. Group LD-3 "Level Desing on Unreal Engine 5" (2025). 3 weeks, 3 iterations.
Dmitriy Gekhtman. Student of Narratorika. Group LD-3 "Level Desing on Unreal Engine 5" (2025). 3 weeks, 3 iterations.
Ilya Gutovskiy. Student of Narratorika. Group LD-3 "Level Desing on Unreal Engine 5" (2025). 3 weeks, 3 iterations.
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.
Alexander. Junior Level Designer. Level inspired by Resident Evil. 8 individual sessions.
Sergey. Level Designer. 5 individual sessions.
Acknowledgements
Articles
The first article from a series where I talk about level design.
Medium
The second article from a series where I talk about level design.
Medium
The best piece on level design I've managed to pull off
Medium
Medium
Collegues from My.Games and me sharing different tips on map development
Medium
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
GamesIndustry.biz
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.
Medium
Contacts
Made on
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