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About me

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Andrey Pietilya

Senior Level Designer
35 years old
tel. +79099217100
Email: andreypietilya@gmail.com

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Senior Level Designer with 16+ years of experience in game development, spanning multiple genres and platforms. Demonstrated leadership in guiding level design teams and a strong commitment to delivering high-quality, engaging gameplay. Highly proficient in Unreal Engine 4/5, with deep expertise in developing custom in-editor tools to optimize workflows and enhance production efficiency.

9 Lives Interactive

04.2024 - 05.2025

Senior level designer
“Nyan Heroes” PvP hero TPS (UE5 PC)

  • Created unique levels for Payload, CTF, and Clash game modes, incorporating gameplay mechanics specific to each hero’s design.

  • Oversaw level development through all stages: designed 2D schematics, integrated playtest feedback, iterated on mechanics, and collaborated with the Art team to maintain visual coherence.

  • Developed blueprint-based tools (Examples of all the tools listed below can be found in the portfolio):

Firing Point: A one-button solution to visualize firing zones for firearms and projectile-based weapons, enabling rapid balance adjustments without relying on playtest cycles. 

 

Slipgate Ironworks

08.2022 - 01.2024

Senior level designer
“Unannounced” singleplayer/coop FPS (UE5 PC/Console)

  • Designed levels for single-player and cooperative modes, focusing on narrative-driven storytelling and dynamic character interactions.

  • Scripted plotlines, combat events, AI behaviors, and environmental puzzles, seamlessly integrating unique character abilities into gameplay.

  • Prototyped mechanics using blueprint systems, including environmental puzzles and dynamic scenarios to enhance player engagement.

  • Created blueprint-based tools:
    Locomotion tool: hover over any area to instantly visualize reachable areas, climbable surfaces, and jump trajectories, reducing QA time and minimizing bug risks.

Metric tool: Automated level analysis aligned with design docs, instantly flagging problematic areas (e.g., narrow passages, improper door sizing) to prevent player discomfort.


Wargaming

08.2020 - 06.2022

Senior-Lead level designer
“Unannounced” PvP tank TPS (UE4 PC/mobile) 

  • Led a level design team including task planning, prioritization, and cross-functional collaboration with art, programming, and game design departments.

  • Designed levels for diverse game modes, balancing technical constraints (performance, mechanics), gameplay objectives, and artistic vision.

  • Iterated on level design, game modes, and player experience through playtest feedback analysis.

  • Established end-to-end level pipelines and workflows to ensure seamless cross-team collaboration, with comprehensive documentation across all development stages.

  • Created blueprint-based tools:

Heatmap Analytics: Playtest data export, in-editor battle replays, automated heatmap generation, and team/vehicle stats visualization. Enabled impartial assessment of team/class balance.

LD Toolkit: Sniper spot balance checks, tank vertical aiming angles. Identified problem areas without playtesting.

QA Automation: Cyrillic character validation, secondary UV checks, naming convention enforcement. Prevented build crashes, optimized performance, and reduced build size.

 


Mail.ru/My Games

11.2012 - 07.2020

Middle-Senior level designer
“RiotZone” mmo 2d action (PC)

  • Creating levels, redesign pipelines

“Armored Warfare Assault” PVP tank TPS (UE4 mobile)

  • Designed levels for diverse game modes, balancing technical constraints (performance, mechanics) with gameplay and art objectives.

“MOAR” strategy (UE4 mobile) 

  • Developed tools, prototyped gameplay mechanics.
     

Globo Games

2011 - 11.2012

Middle level designer/ 3d modeller/ content manager

“Battle Hearts” MMORPG (PC) 

  • Level design for MOBA game mode

“Perfect Shift” PC/Mobile racing

  • Designing trails based on real locations and fictional ones
     

 

Biart Studio

2009 - 2011

Junior-Middle level designer/ 3d modeller

DeepBlack (U-Wars) TPS PC, XBOX 360 и PS3.

  • Creating a blockout of levels, scripting AI and gameplay and story events
     


Self Education

2005 - 2009

Modmaker (Available in the personal works in the portfolio section)

  • CryEngine2 mods, level design, scripts(flowgraph) , cinematics, 3d models.

  • Source Engine mods, level design, scripts

© NOPE

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