Professional Work · Shipped Post-Launch

BL4 DLC

Mission LevelsCombatTraversalPuzzle DesignBoss Arenas
Post-Launch Ownership

Expanding Borderlands 4

Following the main game, I continued building mission-driven content for Borderlands 4, taking ownership of complete level spaces and boss encounters from early layout through final delivery.

My work combined mission flow, combat, traversal, exploration, puzzles, and boss mechanics, with close cross-discipline iteration throughout production.

StudioGearbox SoftwareRoleAssociate Level DesignerProductionPost-Launch ContentStatusShipped / OngoingEngineUnreal Engine
Bounty Pack 3

A Zane to Kill For

Bounty Pack 3 · Public Gameplay

Project footage shown for context. My level-design ownership and specific contributions are detailed below.

Concept → Ship

A complete mission-driven level

Owned the level design of a large post-launch mission from initial concept through ship, shaping the overall layout, progression, combat, traversal, exploration, and puzzle gameplay.

The experience connects exploratory routes and mission beats with two mini-boss encounters and a final boss, using quieter traversal sections to control pacing between combat spaces.

Mission Flow

Structured progression

Built a readable journey across narrative beats, exploration, combat encounters, and boss transitions.

Encounter Variety

Combat with breathing room

Balanced major encounters with traversal and discovery to support momentum without exhausting the player.

Gameplay Integration

Puzzles and boss spaces

Integrated puzzle-driven interaction, two mini-boss spaces, and the final boss into one cohesive level experience.

Two Shipped Encounters

Raid Boss Level Design

Raid Boss 01 Level ownership · Blockout through ship
Raid Boss 02 Aerial branch · Transition · Late-phase arena
Level Ownership

Spaces built around evolving mechanics

Owned level design for two Raid Boss encounters from early blockout through ship, partnering closely with Boss Design to ensure arena geometry, player movement, combat readability, and encounter phases supported the mechanics.

For the second Raid Boss, I helped pitch and develop an aerial gameplay branch, its transition, and the late-phase arena. The layout was designed to create a meaningfully different movement experience as the fight evolved.

The arena was treated as an active part of the boss design—not a static backdrop—so changes in mechanics also changed how players moved, positioned, and made decisions in the space.
Cross-Discipline Development

Collaboration & Delivery

Worked closely with Mission Design, Boss Design, Level Art, Game Design, and Production to carry post-launch spaces from gameplay blockout into polished, shippable experiences.

Iteration included playtesting, combat and traversal tuning, art handoff, bug fixing, performance work, and final polish while protecting the intended gameplay throughout production.

Mission Design
Boss Design
Level Art
Game Design
Production
Playtesting