Paweł Pav — Product Engineer
I’m a Level Designer focused on creating FPS maps with strong flow, balance, and clear gameplay readability. I design competitive and casual levels that support different playstyles and feel good to explore. From early layout to final polish, I handle lighting, optimization, and environment art with attention to player experience. I like building worlds that tell stories through space - using light, color, and composition to make each map unique and easy to read. My goal is always to turn a layout into a fun and tactical gameplay experience. One of my biggest achievements is “de_jura”, a community map that was officially added to Counter-Strike 2 matchmaking by Valve. It was selected from many community maps and became part of the official server pool, with weekly in-game missions played by thousands of players around the world. I also made several award-winning maps for Diabotical and worked on a freelance promotional map for Żabka Polska. Currently, I’m improving my skills in Unreal Engine 5 Blueprints, gameplay scripting, and worldbuilding for open-world games. Open to new opportunities in level design, environment art, or gameplay design. Tools: Source 2, Unreal Engine, Blender, Substance Painter, Photoshop, Figma Languages: Polish (native), English (B2)
Stackforce AI infers this person is a Level Designer specializing in FPS game environments and gameplay optimization.
Experience: 6 yrs 3 mos
Skills
- Level Design
Career Highlights
- Created award-winning maps for Diabotical.
- Designed 'de_jura', added to Counter-Strike 2 by Valve.
- Expert in crafting engaging FPS gameplay experiences.
Work Experience
Motiono Studio
Level Designer (1 yr 2 mos)
Level Designer (6 yrs 3 mos)