Battlefield 2042 — Live Service

Role: Associate Level Designer
Studio: Ripple Effect Studios
Content: Seasons 1, 2 & 4

Project Overview

As an Associate Level Designer at Ripple Effect Studios, I contributed to live-service content across Seasons 1, 2, and 4 of Battlefield 2042.

My responsibilities included designing, implementing, balancing, and iterating on multiplayer game modes across multiple existing maps. I worked on vehicle-focused game modes, Tactical Conquest, and custom Portal layouts, using Frostbite Schematics and procedural tools to support gameplay implementation and iteration.

Key Responsibilities

Season 1: Zero Hour — Air & Tank Superiority

  • Balanced Air and Tank Superiority on Kaleidoscope and Manifest by tuning vehicle spawn archetypes, adjusting vehicle spawn placement, and refining capture point locations and sizes.

Season 2: Master of Arms — Tactical Conquest

  • Designed and implemented Tactical Conquest layouts across four maps: Breakaway, Renewal, Discarded, and Arica Harbor.

  • Configured game mode volumes, infantry spawns, capture points, and game mode logic using Frostbite Schematics, iterating on layouts to refine gameplay.

Season 4: Eleventh Hour — Flashpoint

  • Designed and implemented small, medium, and large Portal layouts for Team Deathmatch, Free-for-All, and Vehicle Team Deathmatch on Flashpoint.

  • Configured game mode volumes, infantry and vehicle spawns, capture points, and game mode logic using Frostbite Schematics.

  • Refined infantry spawn placement for Conquest on Flashpoint using procedural tools.

Season 1: Zero Hour

Air and Tank Superiority

Kaleidoscope

Manifest

I balanced Air and Tank Superiority on Kaleidoscope and Manifest, focusing on vehicle distribution, spawn placement, and objective layouts.

My work included adjusting vehicle archetypes, vehicle spawn locations, and capture-point positions and sizes to support vehicle-focused combat across both maps.

Kaleidoscope - Air Superiority Gameplay

Manifest - Tank Superiority Gameplay

Season 2: Master of Arms

The Liquidators Event Gameplay Trailer

The Liquidators Event Gameplay Trailer showcasing my work on Tactical Conquest.

Tactical Conquest Maps

Arica Harbor

Discarded

Breakaway

Renewal

I designed and implemented Tactical Conquest layouts across four maps: Breakaway, Renewal, Discarded, and Arica Harbor.

My work involved defining smaller playable areas, configuring capture points and infantry spawns, and implementing gameplay logic using Frostbite Schematics.

Through iteration, I refined the layouts to support fast-paced, infantry-focused combat and balanced objective gameplay.

Tactical Conquest Gameplay

Arica Harbor

Renewal

Breakaway

Discarded

Season 4: Eleventh Hour

Flashpoint Gameplay Trailer

The Eleventh Hour Gameplay Trailer showcasing my work on Flashpoint.

Flashpoint Map Overview

I designed and implemented small, medium, and large Portal layouts on Flashpoint for Team Deathmatch, Free-for-All, and Vehicle Team Deathmatch.

My responsibilities included configuring gameplay volumes, infantry and vehicle spawns, and game-mode logic using Frostbite Schematics.

I also contributed to Conquest by refining infantry spawn placement using procedural tools.

Flashpoint Gameplay

Conquest

Team Deathmatch

Free For All

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