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.