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23 YEARS EXPERIENCE - 11 SHIPPED TITLES

DEREK WARNER 

PRINCIPAL LEVEL DESIGNER

COMBAT ENCOUNTER DESIGN | SINGLE PLAYER / MULTIPLAYER LEVEL DESIGN | BLUEPRINT SCRIPTING

ABOUT

DEREK WARNER

PRINCIPAL LEVEL DESIGNER

As a principal level designer with 23 years of experience in the game industry, I specialize in crafting immersive worlds and gameplay systems with a strong focus on level design. Most recently, I contributed to an unannounced title, following my role as a co-developer on State of Decay 3 with Undead Labs at Blind Squirrel Games.

Over my career, I've shipped 11 titles across major consoles and PC, including Rainbow Six: Vegas, Shadow of the Tomb Raider, MAG, SOCOM 4, SOCOM: Combined Assault, Delta Force: Blackhawk Down, Marvel's Avengers, Unit 13, Murdered: Soul Suspect, Firefall, and Drifters: Loot the Galaxy.

My expertise encompasses design document creation, technical specification design, level design and implementation, enhanced blockouts, and content creation using leading third-party and proprietary development tools.

RESUME

Marvel’s Avengers (PS5, Xbox Series X/S, PC)

FINISHED PROJECTS

SHIPPED TITLES

23 YEARS OF CREATING ENTERTAINMENT

Blockout to completion of Calypso Casino level including gameplay and combat encounter scripting

More Information
MAG

Blockout to completion 64, 128, and 256 multiplayer maps

Shadow of the Tomb Raider

Level design of first combat runout in a tomb raider game, including scripting of enemies and in-game cutscene scripting

SOCOM 4

Stealth mission creation including combat scripting, pathing of enemies, and light and dark stealth areas

SOCOM: Combined Assault
Marvel's Avengers

Level design of the E3 demo including scripting of enemies and cutscenes. Level design and scripting of procedural war table missions

Murdered Soul Suspect
Delta Force Black Hawk Down
Firefall
Unit 13
Drifters Loot the Galaxy
RESUME

Delta Force Blackhawk Down (PS5, Xbox Series X/S, PC)

PROGRAM EXPERIENCE

USING THE TOOLS

DESIGN AND SCRIPTING EXPERIENCE WITH MANY PROPRIETARY EDITORS

Extensive Unreal Engine Experience

Extensive experience with the Unreal Engine starting in 2003 with v2.0 though to today with v5.X. Scripting experience using Kismet and Blueprint

Frostbite and Proprietary Engine Experience

Experience with many proprietary editors and tools at studios throughout the game development space

Experience with Blender

Experience using blender for blockout, level collision creation and quickly iterating on design elements

Extensive Sketchup Experience

Extensive use in blockout and previs of level design layouts. Used in the past for quick iteration and blockout creation

DaVinci Resolve Experience

Extensive use to create quick videos to show progress, design ideas, and bugs

RESUME

EXTENSIVE UNREAL ENGINE EXPERIENCE ver. 2 - ver. 5

DESIGN PLANNING

PAPERMAPS AND BLOCKOUTS

ITERATION DONE QUICKLY

Illustrator 64 Player map from MAG

Illustrator level design layout from Murdered Soul Suspect

Early in my career I used Adobe Illustrator for detailed top-down maps to plan pacing, sightlines, cutscene locations, and player paths.

Over the past several years at studios like Red 5 Studios, Crystal Dynamics, and beyond, I have relied on SketchUp to create my paper maps. This hybrid approach helped iterate quickly with fast exports straight to in-game testing.

That said, Unreal’s built-in blockout tools have improved dramatically in recent versions, making them more powerful for quick prototyping and adjustments.

Looking ahead, I plan to leverage Blender more for advanced blockouts and previs. I always adapt my workflow to best suit the project, keeping with metrics driven design, fast iteration, and stronger final levels.

SketchUp level design map from Firefall

Metrics layout from Blackhawk Down

SketchUp level design layout from Blackhawk Down

Blockout layout from Blackhawk Down

RESUME

CONTACT ME

LET’S BUILD INCREDIBLE GAMES TOGETHER

DEREK@DEREKWARNER.COM

RESUME

MAG E3 REVEAL (PS3)