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 (POIs).

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 POIs to Alpha sign-off 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.

Battlefield REDSEC Gameplay Trailer

Defense Nexus Level Design

I drove the concept development and gameplay intent for Defense Nexus, researching real-world references, developing 2D layouts, and pitching the POI to design leadership.

I translated the approved concept into a playable 3D blockout using Frostbite, refining the layout, player navigation, cover, and gameplay object placement.

Through iteration and collaboration with World Art, I helped develop the POI into a functional gameplay space and prepared it for release.

Defense Nexus Gameplay

Golf Course Level Design

I owned spatial design and gameplay improvements across the Golf Course and Residential North, focusing on cover, player traversal, and environmental layouts.

A major challenge was improving gameplay across the open fairways, where limited cover and flat terrain left players vulnerable.

I collaborated with World Art to reposition the clubhouse and surrounding residential buildings, introduce terrain undulation, and improve cover placement. These changes helped create more engaging traversal and combat opportunities.

Golf Course Gameplay

Vehicle Traversal

I improved vehicle traversal throughout Fort Lyndon by documenting navigation issues, adjusting roadside geometry, and collaborating with World Art to refine terrain.

One of my primary contributions was improving vehicle routes through the Rift. I refined terrain and environmental obstacles to guide vehicle movement and reduce the risk of players accidentally driving into hazardous areas.

Season 1 - California Resistance

I contributed to the California Resistance event by helping design and implement Prepper Stashes, a gameplay feature introduced throughout Fort Lyndon.

Prepper Stash Placement

I whiteboxed the Prepper Stash containers and collaborated with Game Design to refine their gameplay functionality, including multiple entry and exit points and loot implementation.

I strategically placed the containers in remote locations throughout Fort Lyndon to encourage exploration and reduce excessive player competition around individual stashes.

This work required cross-disciplinary collaboration to bring the feature from initial design through implementation.

Previous
Previous

Battlefield 6: Season 4 - Wake Island

Next
Next

Battlefield 2042: Seasonal Content