Manuel Mendiluce — Level Designer
MANUEL_MENDILUCE_PORTFOLIO.umap
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// LEVEL DESIGNER · SINCE 2004

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Twenty-two years of level design — metrics, blockouts, combat encounters and puzzles for Cyberpunk 2077, Rime, Deadlight, Gylt and Song of Nunu.{{ heroNowLead }}{{ heroNowRest }}

Latest levels

LATEST 4 · FULL LIST IN THE CHANGELOG
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Changelog

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TODAY
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Unannounced
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Tools & personal maps

BLUEPRINTS · HAMMER 2
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About

HOW I WORK

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The best ideas come from teams that work as a team, not individuals in parallel. A healthy, motivated crew beats a worn-out one every time.

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Level design fascinated me long before it was my job — I was tinkering with map editors as a kid. QA taught me how every department fits together; twenty-two years later I still build maps and tools for fun, and I'm always up for lending a hand or a joke when crunch bites.

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BORN IN
Maków Podhalański, Poland
BASED IN
Maków Podhalański, Poland
FOCUS
Metrics & tilesets · blockouts · combat encounters · puzzles · technical LD & tools
ENGINES
Unreal Engine 3 / 4 / 5 · RED Engine 4 · Unity 5 · Diesel · Hammer 2
LEADERSHIP
Lead on Rime & Gylt · Level Design Director on Song of Nunu
LANGUAGES
Spanish (Native) · English
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Let's build something
players remember.

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Always seeking new challenges — or just a good chat about games and the spaces they happen in.

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METACRITIC
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MANUEL MENDILUCE · LEVEL DESIGNERBUILD 2004 → NOW
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// LEVEL DESIGNER · SINCE 2004

Manuel Mendiluce

Twenty-two years of level design — metrics, blockouts, combat encounters and puzzles for Cyberpunk 2077, Rime, Deadlight, Gylt and Song of Nunu. Now Principal Level Designer at Vercors Games.

MANUEL.MENDILUCE@GMAIL.COM · LINKEDIN