Battlefield 6 — REDSEC

Role: Level Designer
Studio: Ripple Effect Studios

Project Overview

I contributed to the level design and development of Fort Lyndon, the battle royale map for Battlefield REDSEC, with primary ownership of the Defense Nexus and Golf Course points of interest (POI’s).

My responsibilities included developing POI concepts, designing and iterating on gameplay layouts, optimizing infantry and vehicle traversal, and implementing gameplay elements. I also helped establish technical workflows for the Level Design team and contributed to Season 1 content.

Key Responsibilities

  • POI Concept Development: Drove the concept and gameplay intent for Defense Nexus, translating research into 2D layouts and presentation materials to pitch the POI to stakeholders.

  • Level Design & Layout: Owned the spatial design of Defense Nexus and Golf Course, driving both POI’s to release through iteration on traversal, cover, and gameplay object placement.

  • Gameplay Implementation & Technical Workflows: Spearheaded the implementation of debris piles and world loot for the Level Design team, establishing technical workflows and onboarding three new team members.

  • Traversal & Gameplay Polish: Improved infantry and vehicle traversal by identifying friction points, adjusting level geometry, and collaborating with World Art to refine terrain topology.

  • Season 1 Content: Blocked out Prepper Stashes for the California Resistance Event, co-designed the feature with the Game Design team, and collaborated across disciplines to determine placement throughout Fort Lyndon.

Golf Course: Improving Cover & Combat Flow

Challenge: Develop a believable, engaging point of interest that balanced real-world references, design requirements, and multiplayer gameplay. Sniper sightlines in the long building itself. Needing more cover and terrain undulation. Pushing destruction in the adjacent construction buildings. Loot, mission, and gameplay object placement being spread out to accommodate so many players landing here.

Solution: I researched real-world environments, developed 2D layouts, and pitched the POI's gameplay concept to design leadership. I then translated the concept into a 3D blockout, refining player navigation, cover, and gameplay object placement.

Result: Established a playable POI layout and drove its development through cross-disciplinary iteration toward release.

Vehicle Traversal: Improving Navigation Across Fort Lyndon

Challenge: Roadside obstacles and uneven terrain disrupted vehicle movement. The Rift was particularly problematic, with hazardous terrain that could trap players and their vehicles.

Solution: I documented vehicle traversal issues, adjusted roadside geometry, and collaborated with World Art to refine terrain and guide players through safer routes.

Result: Improved vehicle navigation and flow throughout Fort Lyndon, particularly in the Rift.

Challenge: The open fairways offered minimal cover and flat terrain, leaving players vulnerable and making traversal frustrating.

Solution: I collaborated with World Art to reposition the clubhouse and residential buildings, introduce terrain undulation, and place cover throughout the fairways to improve player movement and combat opportunities.

Result: Improved cover, traversal, and gameplay flow, creating a more engaging combat experience across the Golf Course.

Defense Nexus: POI Concept & Level Design

Season 1: California Resistance — Prepper Stashes

Challenge: Introduce new loot opportunities that encouraged exploration without creating excessive player competition at individual locations.

Solution: I whiteboxed Prepper Stash containers, advocated for multiple entry and exit points, collaborated with Game Design on loot implementation, and strategically placed stashes in remote areas of Fort Lyndon.

Result: Delivered gameplay-ready stash locations designed to encourage exploration and distribute player activity across the map.

Defense Nexus Gameplay

Golf Course Gameplay