Battlefield 6 - Season 4 — Wake Island
Role: Level Designer
Studio: Ripple Effect Studios
Project Overview
I served as the primary Level Designer responsible for the development of Wake Island in Battlefield 6, working under the guidance of the Level Design Director.
Following the established design vision and high-level goals, I led the map's level design development, translating design direction into playable gameplay experiences and taking ownership of the implementation of all supported game modes.
Key Responsibilities
Led day-to-day level design development of Wake Island under the Level Design Director's guidance.
Translated high-level design goals and feedback into actionable level design work.
Owned the design and implementation of all game modes supported on the map.
Collaborated with design leadership and cross-disciplinary teams throughout development.
Iterated on the map and its game modes to support gameplay quality and project goals.
Featured in EA's Map Developer Guide
I was featured in EA's official Wake Island Map Developer Guide, discussing the map's design and development.
Wake Island Gameplay Trailer
Paper Map Design
I redesigned the Conquest, Breakthrough, Rush, Team Deathmatch, and Domination paper map layouts, preserving the original Wake Island's identity while addressing negative player feedback from Battlefield V. In addition, I designed paper maps for new game modes on Battlefield 6. These new game modes were Escalation, Strikepoint, and Squad Deathmatch.
My work focused on improving objective placement, player flow, and gameplay balance while adapting the layouts to Battlefield 6.
Large-Scale Game Modes
I implemented and balanced Conquest, Breakthrough, and Escalation, focusing on objective placement, infantry and vehicle spawns, playable boundaries, and integrating naval combat into each experience.
Conquest
I iterated on the objective layout and capture-point placement while preserving the map's original identity. Playtesting revealed that boats lacked strategic importance, so we extended several capture areas into the water, allowing naval vehicles to contest objectives and creating new gameplay opportunities.
Breakthrough
Breakthrough presented significant challenges in balancing infantry and naval combat across restricted sectors.
I expanded playable water boundaries to give boats more room to maneuver and participate in combat. Through playtesting, I also refined sector layouts, infantry spawns, vehicle distribution, cover, and attacker tickets to address gameplay imbalances.
These iterations improved the balance between attackers and defenders while maintaining naval combat as a core gameplay feature.
Escalation
I adapted the Conquest layout and existing Escalation vehicle setups in other Battlefield 6 maps to accommodate Wake Island's naval gameplay, replacing applicable vehicles with boats.
My work focused on vehicle distribution and gameplay balance to create an engaging combined-arms experience across infantry, land vehicles, aircraft, and boats.
Small-Scale Game Modes
I implemented and iterated on Rush, Team Deathmatch, Domination, Squad Deathmatch, and Strikepoint, refining layouts, spawn placement, and gameplay balance based on playtest feedback.