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Azi Marquis

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World Builder / Level Designer

About Me

Heya, I'm Azi! I'm a world builder/level designer with about 5+ years of experience from various mod projects and indie titles.

My skillset at a glance:

  • Terrain sculpting/painting

  • Set dressing

  • Level layouts

  • Level composition

  • Level optimization

  • Blockouts (Using UE4/5 tools)


Types of games I've worked on:

  • Zombie Survival

  • WW2 Tactical FPS

  • Post-Apoc RPG

  • Dinosaur Survival MMO


Some games/series I love playing:

  • Final Fantasy 14

  • Final Fantasy 11

  • Final Fantasy 7 Remakes (& classic)

  • Kingdom Come: Deliverance

  • Most Bethesda RPGs

  • NieR series

  • Most FromSoftware games

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Resume

Experience

Alderon Games

Level Designer, Remote
January 2023 - Present

Responsibilities:

  • Created greybox block-outs using in-editor tools for a variety of POIs on the map.

  • Created 2D block-out maps in Photoshop for exterior and interior planning.

  • Created a simple, base narrative for locations to be designed around.

  • Sculpted and painted terrain using UE5's built-in terrain editing tools.

  • Placed assets and set-dressed exterior and interior POIs.

  • Collaborated with 3D Artists on environment art requirements.

  • Took ownership during multiple stages of the level design process, including layout, set-dressing, environmental storytelling, & optimization.

  • Iterated on level designs based on feedback from project leads to meet expectations of flow, detailing, narrative, & environmental composition.

Periscope Games

Junior Level Designer, Remote
May 2021 - December 2022

Responsibilities:

  • Created a basic block-out for an idea of POI placement and flow.

  • Created 2D block-out maps in Photoshop for exterior and interior planning.

  • Sculpted and painted terrain using UE4's built-in terrain editing tools.

  • Placed assets and set-dressed exterior and interior POIs.

  • Collaborated with 3D Artists on environment art requirements.

  • Worked alongside project leads and QA to design and meet expectations of flow, historical accuracy, and environmental composition.

  • Designed a 2D map in Photoshop to be used as a player minimap for the level.

  • Worked alongside project leads and QA to optimize the map.

  • Researched WW2 era reference photos to concept parts of the map and maintain historical accuracy.

  • Set up several gameplay layers using Squad 44's proprietary layer creation system.

QI Software

Junior Level Designer, Remote
March 2020 - April 2021

Responsibilities:

  • Created 2D block-out maps in Photoshop for exterior and interior planning.

  • Sculpted and painted terrain using UE4's built-in terrain editing tools.

  • Placed assets and set-dressed exterior and interior POIs.

  • Collaborated with 3D Artists on environment art requirements.

  • Used various modular kits to create structures such as buildings, caves, bridges, and pipelines.

  • Lit interiors using proprietary light BPs made by senior team members.

  • Balanced, edited and created loot tables using Dead Matter's proprietary loot system.

Team F4NV (Mod Project)

Level Designer & Lead Level Designer, Remote
March 2018 - June 2021

Responsibilities:

  • Sculpted and painted terrain using Creation Kit's built-in terrain editing tools.

  • Placed assets, items, containers, & set-dressed exterior and interior POIs.

  • Collaborated with 3D Artists to get needed assets and kits created.

  • Re-imagined levels from Fallout: New Vegas using reference images and videos.

  • Actor (NPCs, creatures, etc.) placement and basic edits (appearance, stats, etc.).

  • Designed loot tables using Creation Kit's built-in tools.

  • Manual navmesh placement using Creation Kit's built-in tools.

  • LOD generation (in-engine and with 3rd party software)

  • Creating archive (ba2) files using Bethesda's Archive2 program

  • Merged other level designer's work using Creation Kit's Version Control system

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