Over 4 years working as a Level Designer in AAA, AA and indie games

Nathan Kellman

Over 4 years working as a Level Designer in AAA, AA and indie games

Available to hire

Over 4 years working as a Level Designer in AAA, AA and indie games

Language

English
Fluent

Work Experience

Associate Level Designer at Unannounced AAA Hero Shooter
January 31, 2025 - September 13, 2025
Assisted Level Designer in developing content for an unannounced AAA Hero Shooter; used level design tools and engine to adjust and polish in-game content; Provided feedback to team on tool/workflow; Collaborated with Designers, Engineers, and Artists to ensure a fun and cohesive gameplay experience.
Level Designer at Unannounced AAA Hero Shooter
January 1, 2025 - Present
Level design for an unannounced AAA Hero Shooter (PC, Console, Mobile); Designing, prototyping, and implementing level content for a MOBA/Hero Shooter; Using 3DS Max to iterate multiple gameplay spaces in the main map and export them to Unreal Engine 5; Implementing puppet behavior and dialogue to guide players through the tutorial using Blueprints.
Associate Level Designer at Unannounced AAA Hero Shooter
January 1, 2025 - September 13, 2025
World Design involvement for an unannounced AAA Open World project; used proprietary level design tools and engine to adjust and polish in‑game content; provided feedback to improve tools and workflow; collaborated with Designers, Engineers, and Artists to ensure a cohesive game.
Level Designer at Unannounced AAA Hero Shooter
January 1, 2025 - Present
Designing, prototyping, and implementing level content for an unannounced MOBA/Hero Shooter; using 3DS Max to iterate multiple gameplay spaces in the main map and export them to Unreal Engine 5; implementing puppet behavior and dialogue to guide players through the tutorial using Blueprints.
Designer I at Lost Boys Interactive
March 31, 2024 - September 13, 2025
Central Design Tools: Worked with a team of level designers to create a suite of level design tools for rapid prototyping for all new projects; Researched Unreal Engine 5's level design tools for engineering needs; Created structured and flexible block out kits for new projects to ramp up quickly.
Level Designer at Escape Velocity Entertainment
March 1, 2024 - Present
Reworking and implementing content for 3 separate tutorial levels to teach players the game’s mechanics; Working with Environment Art to create a 3D modular kit to whitebox spaces that match gameplay metrics; Owning level design changes for a game mode to encourage more player choices during traversal and combat; Designing test levels with the Combat team to refine metrics for combat engagement and traversal options.
Level Designer at Escape Velocity Entertainment
March 1, 2024 - Present
Reworking and implementing content for 3 separate tutorial levels to teach players the game’s mechanics; working with Environment Art to create a 3D modular kit to whitebox spaces that match gameplay metrics; designing test levels with the Combat team to refine metrics for combat engagement and traversal options.
Designer I at Lost Boys Interactive
March 1, 2024 - September 13, 2025
Worked with designers, artists, and engineers to create a world that transitions from first person to third person; Owned the level design process for two zones of an open overworld; Pitched and prototyped puzzles and missions using Unreal blueprints; Coordinated with other departments to meet gameplay, narrative, and art expectations.
Designer I at Lost Boys Interactive
August 31, 2023 - September 13, 2025
Unannounced AAA First Person Shooter: Polished a multitude of level spaces, including Sanctuary and dungeons; Used proprietary tools to clean up navigation and occlusion; Optimized environments by removing excess assets; Worked closely with Blizzard’s Level Design team to ensure cohesion with game pillars.
Designer I at Unannounced AAA First Person Shooter
August 1, 2023 - September 13, 2025
Polished a multitude of level spaces; cleaned up navigation and occlusion; optimized environments; collaborated with Blizzard’s Level Design team to ensure changes were cohesive with pillars.
Associate Designer at Blizzard Entertainment
February 28, 2023 - September 13, 2025
Diablo IV: Polished level spaces in Sanctuary and dungeons; refined navigation and occlusion; optimized environments; collaborated with Blizzard’s Level Design team to ensure cohesion with game pillars.
Associate Designer at Diablo IV
February 1, 2023 - September 13, 2025
Polished level spaces; used proprietary tools to clean up navigation and occlusion and optimize environments; collaborated with Blizzard’s Level Design team.
Designer at Hangar 13 Games
December 31, 2022 - September 13, 2025
Designed and implemented content for multiple spaces that combined combat, exploration, and puzzles; Redesigned level layouts to match the game's narrative and traversal mechanics; Replaced modular greybox geometry with procedural level design tool; Pitched and prototyped mission spaces, their narratives, interactions, and objectives.
Associate Designer at Unannounced AAA Open World Co-op
June 30, 2022 - September 13, 2025
World Design team for an unannounced AAA Open World project; Used proprietary level design tools and engine to adjust and polish in-game content; Provided feedback to team members on ways to improve tools and workflow; Collaborated with Designers, Engineers, and Artists to make a game that is fun and cohesive.
Associate Designer at Unannounced AAA Open World Co-op
June 1, 2022 - September 13, 2025
World Design team contributor; used proprietary level design tools and engine to adjust and polish in‑game content; provided feedback to team members on how to improve tools and workflows; collaborated with Designers, Engineers, and Artists to make a fun and cohesive game.
Associate Designer at Hangar 13 Games
January 1, 2022 - September 13, 2025
Designed and implemented content for multiple spaces; redesigned level layouts to match narrative and traversal mechanics; replaced modular greybox geometry with a procedural level design tool; pitched and prototyped mission spaces.
Design Intern at Unannounced AAA Open World Co-op
September 30, 2021 - September 13, 2025
Design Intern supporting the design team on tasks related to open world level design and prototyping.
Design Intern at Unannounced AAA Open World Co-op
September 1, 2021 - September 13, 2025
Design intern; contributed to open-world project tasks and learning opportunities.
Level Designer at Mantra
September 1, 2020 - Present
RubyShark Games: Level Designer for Mantra (PC): Reworking and implementing content for 3 tutorial levels to teach players the game’s mechanics; Collaborating with Environment Art to create a 3D modular kit to whitebox spaces that match gameplay metrics; Owning level design changes for a game mode to encourage more player choices during traversal and combat; Designing test levels with the Combat team to refine metrics for combat engagement and traversal options.
Level Designer at Mantra
September 1, 2020 - Present
Reworking and implementing content for 3 separate tutorial levels; working with Environment Art to create a 3D modular kit to whitebox spaces that match gameplay metrics; owning level design changes for a game mode to encourage more player choices during traversal and combat.

Education

Master of Arts in Media and Information (Game Design Focus) at Michigan State University
January 11, 2030 - May 1, 2020
Bachelor of Science in University Studies (Architecture) at Texas A&M University
January 11, 2030 - June 1, 2017
Masters of Arts in Media and Information (Game Design Focus) at Michigan State University
January 11, 2030 - May 1, 2020
Bachelors of Science in University Studies (Architecture) at Texas A&M University
January 11, 2030 - June 1, 2017

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet

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