Rudy Pollorena Jr. - Level Designer

"If the first 10 years of my gaming career were getting my feet wet, the next 10 will be diving in head first."

  • Level Designer

    This is my next chapter in Video Game Development - honing my craft and taking it to the next level!
    2024+

  • Lead Level Designer

    Led a team of 7 designers from concept to ship over 3 years. My levels in link: AI Scripting, blockout, combat encounters, cameras, art asset placement.

    Level Playthroughs 
  • Lead Level Designer

    Worked on the "Market Garden" campaign. AI scripting, 3DMax level blockout, environmental event scripting and combat encounters.

    Level Playthrough 
  • Senior Game/Level Designer

    Designed 3 bosses: Cujo The Dog - 8:45 (in link), Girl Eating Plant - 12:45, Globulous - 19:30. AI & Environmental Scripting (XML), combat setups, enemy design.

    Level Playthroughs 
  • Senior Level Designer

    Worked on the "Hotel" level. AI scripting, blockout, pacing, combat encounters, puzzle design, elevator sequence.

    Level Playthrough 
  • Senior Level Designer

    Prototyped spaces and encounters with game mechanics and remixed game levels with new ideas using Unreal 2.5 engine (heavily modified).

  • Designer

    My 1st taste of pro games - As an excited wee lad, I was fortunate to have a freelance contract brainstorming mission ideas on paper for a high profile game.

  • Senior Level Designer

    Assisted with puzzle elements in various levels after shipping Marc Ecko's Getting Up at The Collective.

  • Level Designer

    My 1st full time pro gig coming out of the Unreal MOD community. Worked on level blockouts using the Unreal Engine.