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Mateusz Piaskiewicz's Blog   Expert Blogs


Mateusz Piaskiewicz
Designer at Treyarch

Worked on: Call of Duty: Black Ops III, Dying Light, Hellraid, Dead Island, Dead Island: Bloodbath Arena DLC, Dead Island: Riptide, Call of Juarez: Gunslinger, Call of Juarez: The Cartel, Call of Juarez: Bound in Blood, Warhound.

Follow me on Twitter: leveldesign_org

Call me Matt P. Passionate level artist and designer, left-handed landscape architect. Amateur photographer, urban explorer and food lover. Founder and writer on website. From 2007 in the professional video games industry, making game levels since year 2000. Started with Quake custom mapping. Scared of spiders, can't swim, ambivert, addicted to gaming. I made my first level layout sketch when I was 8 years old.

All opinions are my own.


Expert Blogs

Posted by Mateusz Piaskiewicz on Sun, 17 Aug 2014 02:21:00 EDT in Design, Art, Console/PC, Serious, Indie
When designing a level you're able to freely compose your virtual environment with any objects you want. A level designers' work can be compared to that of a painter. Now let's see the level as the art gallery and the level vistas as paintings.

Mateusz Piaskiewicz's Comments

Comment In: [News - 11/16/2015 - 11:25]

That 's a great read, ...

That 's a great read, thank you very much It 's amazing how you can boost up your creativity and iteration times by making a prototype levels with just a couple of simple textures for walls and floors so you only care about big picture instead of the details. And ...

Comment In: [News - 05/05/2015 - 04:02]

Thank you very much for ...

Thank you very much for sharing your development knowledge It 's amazing how a team bonded in a virtual studio can smoothly run for such a long time. I would really love to know more about your communication methods, how to handle paperwork in such a studio and how directors/leads ...

Comment In: [Blog - 09/15/2015 - 02:50]

Good read and you 're ...

Good read and you 're right. It 's a perfect proof that performing a marketing, development and business checklist is not enough to succeed. Game design is very organic so a lot of rules have to be bent to fit your goals or audience needs. You could add more points ...