I’m Brian Roycewicz and I’ve been designing videogame levels since for the last 20 years. I was raised on all-nighters in level editors and, despite playing a lot of violent videogames, turned out alright. I’m part of a new generation that learned to create cities in 3D before learning how to draw a cube in 2D and, as a result, can block-out a level quicker than the play-test schedule allows. Since 2009, I’ve worked with Infinity Ward and Gearbox Software. I believe that my favorite videogames, from Angry Birds 2 to Battlefield 4, all evoke emergent gameplay and that in order to avoid creating a negatively-competitive creative workplace, departments must instance objects (whether it’s Art with palmtree.fbx or Level Design with capturepoint.map) for efficiency and continuity between levels. In 2016, I’m working on a variety of personal projects including a multi-player mobile game designed around emergent teamplay and two new FPS multiplayer levels.
Summary of Qualifications
- Years of experience: 20 years individual experience, 10 years professional experience
- From concept to completion: Fluent in the game development processes from lunch-pitch, concept, block-out, iteration, detailing,
- Self-taught: >10 complete level releases for various Half-Life mods within the modding community
- Physically featured: Half-Life 2 mod ‘Provenance’ featured in Computec Media’s PC Games magazine coverdisc, received offer to feature on PC Gamer UK magazine coverdisc
Two-minute Demo Reel
To view my demo reel, enter the password given to you or your team’s recruiter.
I’ve listed only a few of the levels I’d like to showcase below, in newest-first order, and, since this is a level design portfolio, have excluded dozens of other creations of mine such as models or animations.