Pawel Pruszynski

Level Design portfolio

PAINKILLER (2025)

I joined the ​​Painkiller​​ project right after the release of ​​Layers of Fear​​. Initially, I took on co-ownership of two levels from the desert biome, supporting the work of Piotr Bednarczuk
Later in the project, I was entrusted with prototyping the roguelike game mode, new objectives and full ownership of Six new arenas for Rogue angel.​
Painkiller​​ is a reboot of the iconic Polish series – a 3-player co-op shooter where players traverse richly detailed gothic locations while battling hordes of demons.

My responsibilities

  • Full ownership and co-ownership of multiple levels and game sections, ensuring seamless cross-departmental collaboration (art, audio, tech) to maintain a cohesive vision
  • Designing and iterating on Level Design pipelines, actively contributing to their optimization and providing constructive feedback to improve workflows
  • End-to-end involvement in level and arena creation – from initial ideation and top-down layouts to greyboxing, blockouts, and final gameplay setups
  • Creating proof of concept/prototyping new roguelike game mode
  • Scripting gameplay scenarios and implementing level-specific mechanics to enhance player engagement
  • Designing, implementing, and fine-tuning combat encounters, ensuring balanced and engaging gameplay experiences
  • Conducting technical passes to refine gameplay and player navigation, including collision, pathfinding, and performance optimization
  • Maintaining comprehensive and detailed documentation for all owned features and levels to ensure clarity and alignment across teams
  • Collaborating closely with QA to identify, reproduce, and resolve bugs, ensuring a polished final product
  • Actively participating in feedback loops and internal playtests to identify areas for improvement and enhance overall player experience.

My work

VENICE
PRISON
PIPES
LIGHTHOUSE
ZIGGURAT
FOREST
MOVEMENT ARENA ZOO
ONBOARDING LEVEL
ROGUE ANGEL POC