top of page

Artem Safronov - Level / Game Designer

star3.jpg

Hello! My name is Artem, I am currently working as a level designer at Toadman Interactive. 

Below you can find my portfolio highlighting some of my game development work and hobby projects.

ARTEM SAFRONOV

LEVEL / GAME DESIGNER

PROFESSIONAL EXPERIENCE

331721.jpg

PlanetSide 2 is an all-out planetary war, where thousands of players battle as one across enormous continents. Utilize infantry, ground and air vehicles, and teamwork to destroy your enemies in this revolutionary first-person shooter on a massive scale.

Genre: MMOFPS
Engine: ForgeLight
Platform: PC (Steam), Console

Planetside 2

Role(s) and responsibilities: 
Level Design & Game Design

  • Created and updated a multitude of facilities on various continents. Some were made from the beginning, and some were updated to get rid of bugs or remade to support new updates.

  • Collaborated closely with programming and art teams to enhance tool functionality, introduce new game features and create new assets.​

  • Assisted in the development of new game modes and participated in game balancing and brainstorming new updates.
     

bnl2.jpg

Face off in epic 5v5 matches where you can build up and destroy every block on any level while playing as the 22nd century’s greatest heroes. Work together and utilize insane abilities to claim victory!

Genre: First-Person Hero Shooter
Engine: UE5
Platform: PC (Steam)

 

Block'N'Load 2

Role(s) and responsibilities: 
Level Design & Game Design

  • Created level designs for 20 unique levels in different game modes. Built in-engine, maintained, and tested levels and features from the planning stages all the way through to the final production.

  • Collaborated closely with the programming team to enhance tools functionality and introduced new game features.​

  • Assisted in the development of new game modes and participated in game balancing.
     

sos2.jpg

Saturated Outer Space

A turn-based tactical adventure in the boundless universe. Lead a squad and set a course towards distress calls. Extinguish fires, remove obstacles, eliminate enemies - do whatever it takes to rescue those in trouble!

Genre: Turn-Based Tactical Role-Playing
GameEngine: UE4
Platform: PC (Steam)

 

Role(s) and responsibilities: 
Level Design & Game Design

  • Crafted blockouts for game levels and ensured their maintenance throughout the development process, ensuring a smooth gameplay experience.

  • Defined core game design features and mechanics, actively adapting and refining them based on playtesting feedback to enhance player engagement.

  • Provided valuable assistance in scripting basic mechanics, streamlining development processes, and testing various gameplay ideas for feasibility and fun factor.
     

hero-wars.jpg

Hero Wars is an online idle RPG fantasy game. Clash with the Archdemon and his evil army in epoch-shaping battles and collect epic heroes along the way. A sensational adventure awaits! Power up your heroes, unlock skills, train your army, and forge a guild.

Genre: Auto Battler
GameEngine: Unity
Platform: PC, Mobile
 

Hero Wars

Role(s) and responsibilities: 
Customer Support
Over the course of working with Nexters, I got a better understanding of GameDev in general and players’ perspectives on various in-game changes.

  • Advanced through various positions, from Junior to Lead, accumulating a diverse skill set in application support, team management, interview processes, and employee training.

  • Led a dedicated team of customer support representatives (12), ensuring top-quality assistance to players.

  • Conducted one-on-one coaching sessions and provided ongoing training to support team members, resulting in improved customer satisfaction ratings.

  • Conducted interviews and evaluations of potential team members, contributing to the recruitment and onboarding of talented applicants.

  • Designed and executed training and onboarding programs that led to an increase in employee proficiency and a reduction in customer escalations.

  • Maintained records of customer interactions, tracked support metrics, and generated regular reports for higher company management.
     

PERSONAL EXPERIENCE

Skills

Software & Tools

Game Design
Level Design
General Game Design
Core Game Design


Research
QA Testing
Usability Design and Testing
Research and Data Analytics

Production
Scrum Development

 

Additional

3D Modeling

C# Programming/Heavy Scripting

Blueprint Scripting

Languages
English - Professional Working
German - Intermediate 

Russian - Native

Game Development Engines
Unreal Engine 4/5
Unity 2D & 3D (Any RP)


Source Control
Perforce

GitHub

Production
Jira

Trello

Miro

 

Communication

Slack

Discord

Microsoft Teams

Additional
Microsoft Office 

Photoshop

Blender

Visual Studio

About Me


I have always been inquisitive and since childhood cultivated a broad spectrum of interests. These ranged from learning about different cultures to the vast universe around us, from traveling to reading, from food to music, and from psychology to technology.

My passion for gaming sparked when I first stepped into the enchanting realms of "Little Big Adventure 2" and the dark, immersive universe of "Diablo." These experiences merged so many of my interests into a single medium, allowing me to explore, unravel secrets, and interact on a personal level.

As I matured, so did my appreciation for games. I realized that the complex, multifaceted world we live in should have a place that can encompass all my interests. I went on to complete a BA in Linguistics at the Military University. My time there provided invaluable insights into the world through the lens of different cultures, people, and their unique perspectives.
 

It was during my work at Nexters that I could finally see the insides of the GameDev industry. In a support role, I bridged the gap between players and game designers, effectively translating the designers' vision into a language players could understand. I also got a better understanding of causal relationship between the choices designers made and players' perspective on them by resolving their inquiries by putting myself in their shoes. This experience laid the foundation for my transition to the world of game design in general and level design specifically.

At that point, I have finally found a place to fuse my diverse passions and interests into a single creative outlet. I've found that intersection in the realm of level design and game design, where I can craft immersive and engaging game worlds.
 

Contact

You can contact me via e-mail or LinkedIn

bottom of page