Mateusz Piaskiewicz (Matt P.)
Lead Level Designer at CD Projekt RED
Worked on: Cyberpunk 2077, Call of Duty: Black Ops III, Call of Duty: Black Ops III DLC2: Zetsubou No Shima, 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
First of all, I know that my name is hard to pronounce. Please, call me Matt P.!
I'm a passionate, left-handed level artist and designer, landscape architect, amateur photographer, urban explorer, quite a good cook and food lover. Founder and writer on LEVEL-DESIGN.org website. Active in the professional video games industry since 2007, modding and making custom game levels for "Quake" any other games since year 2000. Scared of spiders, can't swim, ambivert, addicted to video games. PC is my platform of choice. First X-Com and first Quake are my all-time favorite games. I made my first level layout sketch when I was 8 years old.
All opinions are my own.
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.
[News - 06/21/2017 - 03:56]
Great to see such a ...
Great to see such a collaborative approach where programmers, artists and designers are not separate teams but actually work together to reach interdisciplinary goal. Communication, approaching and being approachable is the key here.
[Blog - 06/22/2017 - 10:04]
[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 ...
[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 ...
[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 ...