I’m Brian Roycewicz and I’ve been designing videogame levels 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 2007, I’ve worked with Infinity Ward, Gearbox Software, and RAD Studios. In 2018, on my own time, I’m an iOS developer preparing to release an addictive, AAA-quality mobile game in conjunction with a paper to showcase a new and exciting method of monetizing videogames.
Summary of Qualifications
- Years of experience: 20 years individual experience, 11 years professional experience, 14 shipped AAA game credits
- 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 since 1998
- Individual identity: 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
I’ve listed a few of my releases that I’d like to showcase, in newest-first order, and, since this is a level design portfolio, have excluded other releases such as models or animations. Please keep in mind that the shipped, retail levels I’ve listed below have gone through a process involving many talented artists — the final products are just as much theirs as they are mine.