BEN BROOK
SYS.DOSSIER.BB // V.26
TECHNICAL DESIGN ARCHIVE

GAME/LEVEL DESIGNER

BEN BROOK

AAA LEVEL ARCHITECTURE

SYSTEMIC COMBAT DESIGN

TECHNICAL SCRIPTING

MapleStory Classic
MAPLESTORY
MMORPG // LIVE OPS

MAPLESTORY CLASSIC

As a Game Designer at Nexon America, I focus on evolving the Global MapleStory Classic World through innovative level design and gameplay mechanics. My responsibilities include designing core systems and ensuring the stability of a live MMORPG environment. I work closely with various departments to enhance the player experience and maintain the game's functional integrity for a global audience.

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Bioshock
BIOSHOCK 4
NARRATIVE // AAA FPS

BIOSHOCK 4

Owned end-to-end mission architecture for core narrative levels, driving vision from conceptual blockout to ship-ready polish. Prototyped complex Blueprint systems and managed narrative flow.

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Behemoth
BEHEMOTH
VR COMBAT // AAA VR

BEHEMOTH

Engineered visceral, physics-driven melee combat arenas tailored for VR physicality. Prototyped massive boss encounters and established spatial gameplay pacing for Skydance's VR flagship.

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TWD
RETRIBUTION
STEALTH // AAA VR

TWD: RETRIBUTION

Developed modular scripting systems for walker horde AI and spatial audio triggers. Designed interior spaces focusing on environmental storytelling and high-risk stealth routes.

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Zoelie
ZOËLIE
SYSTEMS // INDIE PLATFORMER

ZOËLIE

Directed a multidisciplinary team for an Intel Award-winning title. Authored core platforming metrics, camera volumes, and onboarding sequences across complex geometric blockouts.

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SYS.CORE.BB // V.26
SECURE CONNECTION

MY
EXPERIENCE

01 // PROFILE GAME / LEVEL DESIGNER

I stand at the intersection of Art and Engineering. I architect living, breathing ecosystems where player agency creates emergent narrative.

My expertise lies in translating high-level creative direction into concrete, playable reality. At Cloud Chamber (BioShock 4), I spearheaded end-to-end mission architecture, driving the vision from conceptual blockout to ship-ready polish while managing complex interdisciplinary dependencies.

I am a Technical Craftsman first. My deep proficiency in visual scripting, AI behavior trees, and combat logic allows me to prototype complex systems independently, bridging the communication gap between Design and Code.

02 // TENURE
05+
YEARS IN ACTIVE
DEVELOPMENT
03 // OUTPUT
04
SHIPPED AAA
& INDIE TITLES
04 // TECHNICAL ARMORY
  • UNREAL ENGINE 5
  • BLUEPRINT SCRIPTING
  • COMBAT AI LOGIC
  • PERFORCE / JIRA
ACCESS GRANTED

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ARCHIVE

BEN BROOK // RECENT COVERAGE

LATEST NEWS

Recent announcements, reviews, and media coverage for titles I have actively developed.

MapleStory Classic
MAPLESTORY
PREVIEW // MEDIA

MAPLESTORY CLASSIC CBT

MMORPG.com provides an exclusive first look at the Closed Beta Test for MapleStory Classic World, highlighting the evolved gameplay mechanics and return to nostalgic roots.

READ ARTICLE
+
BioShock 4
BIOSHOCK 4
ANNOUNCEMENT // 2019

BIOSHOCK 4 OFFICIALLY ANNOUNCED

2K Games has confirmed the next installment in the BioShock franchise is in active development at Cloud Chamber.

READ ARTICLE
+
Behemoth
BEHEMOTH REVIEW
REVIEW // 2024

A COLOSSAL STEP FORWARD

A deep dive into how Skydance is redefining the scale of VR combat and environmental storytelling.

READ REVIEW
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TWD Gameplay
TWD GAMEPLAY
GAMEPLAY // 2022

SAINTS & SINNERS CH. 2

Visual analysis of the latest gameplay systems and combat physics in the Retribution expansion.

WATCH VIDEO
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