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.