BEN BROOK
Level Designer • System Designer • World Builder
MISSION BRIEF
I am an award-winning Level Designer with over 5 years of development experience, specializing in creating immersive, player-driven worlds for high-profile AAA titles.
Most recently, I served as a Level Designer at Cloud Chamber on the upcoming BioShock 4, owning end-to-end mission design from blockout to ship readiness. Previously, I crafted combat and traversal spaces for Skydance’s Behemoth and The Walking Dead: Saints & Sinners – Chapter 2.
My multidisciplinary background—spanning level scripting, UI, SFX, and combat design—allows me to bridge the gap between art and engineering. I am passionate about narratology and systems design, believing that the best gameplay emerges where story and mechanics collide.
I am currently looking for my next challenge to push boundaries and create unforgettable experiences.
CORE COMPETENCIES
EXPERIENCE LOG
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- Owned end-to-end mission and level design in UE5[cite: 30]. [cite_start]
- Drove creation of objectives, AI encounters, and layouts[cite: 31]. [cite_start]
- Led cross-disciplinary teams through polish and iteration[cite: 32].
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- Designed combat spaces, traversal layouts, and systemic features[cite: 34]. [cite_start]
- Balanced pacing, readability, and difficulty for VR[cite: 35]. [cite_start]
- Partnered with engineering and art for scalable content[cite: 36].
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- Scripted systems supporting stealth, combat, and narrative[cite: 38]. [cite_start]
- Owned iteration loops through playtesting and bug fixing[cite: 39]. [cite_start]
- Managed production phases to ensure shipping deadlines[cite: 40].
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- Led 40-person team to ship an Intel award-winning title[cite: 44].
