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 2: Master of Arms — The Liquidators Event

Tactical Conquest — Designing & Balancing Infantry-Focused Layouts

Challenge: Adapt existing large-scale Battlefield maps into smaller, balanced infantry-focused experiences while addressing problematic spawn locations, unfavorable sightlines, and gameplay balance issues identified during playtesting.

Solution: I designed Tactical Conquest layouts for Breakaway, Renewal, Discarded, and Arica Harbor, configuring gameplay boundaries, objectives, infantry spawns, and game-mode logic using Frostbite Schematics. I also investigated under-documented spawn settings, collaborated with DICE designers, and refined spawn configurations based on playtest feedback.

Result: Successfully shipped all four Tactical Conquest layouts with improved gameplay balance and spawn behavior, while documenting the spawn system to help other designers troubleshoot similar issues.

Season 1: Zero Hour

Air & Tank Superiority — Balancing Vehicle Combat

Challenge: Air and Tank Superiority on Kaleidoscope and Manifest received negative internal playtest feedback due to significant gameplay balance issues.

Solution: I refined vehicle archetypes, adjusted vehicle spawn placement, and modified capture-point locations and sizes based on playtest feedback.

Result: Improved gameplay balance and helped prepare both vehicle-focused modes for their live-service release.

Season 4: Eleventh Hour

Flashpoint — Designing Multiplayer Portal Layouts & Refining Spawns

Challenge: Adapt Flashpoint to support Team Deathmatch, Free-for-All, and Vehicle Team Deathmatch across small, medium, and large layouts while addressing infantry spawn issues affecting sightlines and gameplay flow in Conquest.

Solution: I developed nine Portal layout variants, configuring gameplay boundaries, infantry and vehicle spawns, and game-mode logic using Frostbite Schematics. I also refined Conquest spawn placement using Frostbite's procedural spawn tools to address problematic spawn locations.

Result: Delivered nine multiplayer configurations supporting different game modes and player counts, while improving infantry spawn placement and gameplay flow in Conquest.

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

Kaleidoscope - Air Superiority Gameplay

Manifest - Tank Superiority Gameplay

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