Johannes Wadin

Level Design Portfolio

This page contains a complete portfolio of my game development career.

I've included all projects that I've worked on that's been officially announced in the last 15 years,
ranging from just a a few weeks development time to several years long projects.

Not included are a few projects that got cancelled before they were announced.

All pages are sorted in chronological order.

First commercial game created

Latest commercial game created

Minimal Affect

2018 - 2021

Toadman Interactive

Lead Level Designer

I was the only Level Designer on the project, making sure that the fundamental structure of each level was well established, communicated and whiteboxed before handing it over to our combat design team, narrative team, environment art and audio for respective fialization.

  • Single-handedly designed initial level structure and layout of the entire game, approximately 15-20 hours of game time.
  • Translated and iterated on the Creative Teams high level vision.
  • Maintained a strong connection to the Environment Art, Narrative Design, Combat Design and Audio.
  • Established level structure, flow and progression.
  • Estimated and managed time and resources.

Strap yourself in and get ready for the galaxy’s most out-of-this-world sci-fi RPG! Live the action-packed life of a space hero bringing peace and order to the universe - by ANY means necessary!

Command a crew of questionably capable, likely insane, yet undeniably charming cadets on their haphazard travels across the Milky Way. Enjoy immensely satisfying 3rd person combat and narrative choice that’s overflowing with humor, as well as technically legal obscenities you won’t find in any other video game - especially after the ESRB hears about this one! And remember: In space, nobody can spell your name.

Vermintide 2: Chaos Wastes DLC

2021

Toadman Interactive

Senior Level Designer

I assisted Toadman Berlin during three months creating three seperate levels for the Chaos Wastes DLC for Vermintide 2.

  • Designed and implemented levels based on a high level pitch and concept art.
  • Created several separate paths for each level, to motivate replayability.

Warhammer: Vermintide 2 is the sequel to the critically acclaimed Vermintide. The time has arrived to revisit the fierce first-person co-op slaughter-fest featuring visceral and ground breaking melee action, set in the apocalyptic End Times of the war-ravaged Warhammer Fantasy Battles world.

Explore the Chaos Wastes together with your fellow heroes in this new rogue-lite inspired game mode. Build your team from the ground up, decide your tactics together and prepare for the unexpected. The farther your team progresses, the greater the reward, but beware: failure to reach the expedition’s end may rob you of the fruits of your labor.

Evil v Evil

2018 - 2021

Toadman Interactive

Lead Level Designer

I worked as Lead Level Designer for a team of four Level Designers.

  • Created high level vision for the main level structure.
  • Prototyped level concepts and ideas.
  • Designed and produced several levels.
  • Managed and planned time and resources for the level design department.

During production I moved to a different project but continued to do weekly catch-up and feedback meetings with the rest of the team to help them maintain the high level vision.

Live out your ultimate vampire power fantasy as you carve and chew a bloody path through evil.

Immortal: Unchained

2015 - 2018

Toadman Interactive

Lead Level Designer

  • Managed a team of one to three Level Designers, depending on dev. phase
  • Estimated and managed time and resources
  • Established level and mission structure, flow and progression
  • Designed and implemented over 40 levels in 17 different environments
  • Designed nearly all 45 enemies and their combat encounters

Unleashed and unforgiving. Can you rise to the challenge? Immortal: Unchained is the latest addition to the genre of ultra-hardcore action RPGs. Take the role of a living weapon, unleashed to stop the source of a cataclysmic event threatening to end all worlds.

Immortal: Unchained is the latest addition to the genre of ultra-hardcore action RPGs. Take the role of a living weapon, unleashed to stop the source of a cataclysmic event threatening to end all worlds. Discover the secrets of these worlds, master the unique but lethal gun combat, and defeat legendary bosses.

Dead Island 2

2015

Yager / Toadman Interactive

Consulting Level Designer

  • Coffee
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Bloodsports.TV

2014 - 2015

Toadman Interactive

Senior Level Designer

  • Coffee
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Bloodsports.TV is a co-op top-down Hero Defense game. In this spin-off set in the world of Krater, take on waves of incoming enemies and bosses in this old school, fast-paced approach to strategic co-op games. Protect the glorious Missile Silo - locked on and ready to be fired at villages for a fresh supply of volunteers.

Team up with your friends and form a murderous crew from a variety of Gladiators, each with their own unique abilities and styles. Shoot, smash, stomp, electrocute, drain and melt your enemies (and occasionally heal your allies) to become a legendary Gladiator.

Escape Dead Island

2013 - 2014

Fatshark / Toadman Interactive

Senior Level Designer

  • Designed and produced several levels
  • Established main high level flow and main story progression
  • Implemented streaming system and level optimization
  • Designed and implemented boss encounters
  • Worked with lighting and created shading environments

Escape Dead Island is a Survival-Mystery game set on the enigmatic island of Narapela after the events of the zombie outbreak of the original Dead Island. The story lets players unravel the origins of the zombie virus through the eyes of the would-be documentary journalist Cliff Calo. There are no superpowers to keep Cliff alive, just a few makeshift weapons against hordes of infected zombies. It will be integral to choosing wisely between stealth and combat at certain moments in the game.

Killing Floor: Calamity

2012

Toadman Interactive

Consulting Level Designer

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Killing Floor: Calamity is a top-down arcade shooter for the Ouya system, and later ported to Android. There were some hints it may later come to Steam, but to date it has not.

Shelter

2012 - 2013

Might & Delight

Creative Director

  • Responsible for main vision and design
  • Designed gameplay elements and mechanics
  • Established overarching flow and progression

Food is to be found, but is there enough for everyone? You will learn that the cubs need food not just to survive, but to enable them overcome the varying challenges they will face as they make their way through the world.

Are you ready for a truly different adventure, something that might evoke feelings you've never felt in a game before? In the wild, all living creatures are put to the test. The question in the end is who will survive to live another day?

Pid

2010 - 2012

Might & Delight

Lead Level Designer

  • Established level and mission structure, flow and progression
  • Designed gameplay elements, encounters and puzzles
  • Designed and implemented all 124 levels

A young boy, Kurt, must use a planetary treasure to conquer every platform and solve every puzzle on this strange, gravity defying journey.

Kurt finds himself stranded on a peculiar planet, and must find his way home. Finding help from unlikely allies and the curious tools in his backpack, Kurt must use gravity beams to conquer every platform and solve every puzzle on this strange journey. Pid is like your world… only different.

Fable III

2009 - 2010

Lionhead Studios

Level Designer

  • Designed and implemented several levels
  • Responsible for lighting and shading environment
  • Optimized and finalized levels
  • Designed and implemented puzzles and encounters
  • Designed and created a foundation of several quests

Fable III takes place on the fictional continent of Albion, 50 years after the events of Fable II. The player character of the previous game, the "Hero of Bowerstone", became ruler of Albion and forged a new kingdom with Bowerstone as its capital. As a result, the kingdom has begun entering an industrial age, where large-scale resource gathering and factories have become commonplace. Alongside Albion, the game also includes the foreign land of Aurora, a desert region that is struggling to rebuild after a devastating event.

Just Cause 2

2007 - 2009

Avalanche Studios

Mission Designer

  • Designed and implemented several main missions, and many more side missions
  • Created main layout and architecture of set pieces as well as open world areas
  • Implemented combat encounters and scripted AI

Dive into an adrenaline-fuelled free-roaming adventure. As agent Rico Rodriguez, your orders are to find and kill your friend and mentor who has disappeared on the island paradise of Panau. There, you must cause maximum chaos by land, sea and air to shift the balance of power. With the unique grapple and parachute combo, BASE jump, hijack and create your own high-speed stunts. With 400 square miles of rugged terrain and hundreds of weapons and vehicles, Just Cause 2 defies gravity and belief.

Just Cause

2006

Avalanche Studios

Quality Assurance

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Your world...Your rules! In Just Cause, you are a Latin field operative and specialist in regime change backed by top secret US government agency who will overthrow the corrupt government of San Esperito. The rogue South American state is suspected of stockpiling Weapons of Mass Destruction, and it's your mission to negate the threat this poses to world peace. It could be to your advantage that the tropical paradise is about to implode as various factions vie for power - it just needs a gentle nudge in the right direction.

e-mail: johannes.wadin@gmail.com


CV


2022