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Professional Experience

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1943: Rise of Hydra

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During my time working at Calypte Studio, I had the pleasure of contributing to Skydance New Media's 1943: Rise of Hydra, working closely with Creative Director, Amy Hennig and Lead Designer, Matt Tateishi. This project is releasing in 2025.

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As a Level Designer for this project, I was responsible for designing layouts for the main story; I collaborated with multiple departments to ensure my designs came to fruition while also adhering to the high-level Design Pillars​I also provided support in other areas as requested by leadership.

Projects

Ravine

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"Ravine" is a level design blockout inspired by Valorant's competitive 5v5 multiplayer maps. It is a 3-bombsite map that requires both teams to descend into bombsite territory. It is my first take on multiplayer PvP level design and is intended for the core game mode.

Genre: Hero & Tactical Shooter

POV: 1st Person

Type: Multi-Player

Engine: Unreal Engine 5

Team Size: 1
Duration: 6 weeks

Platform: PC

Role(s) and responsibilities:

Level Design

  • Concept, Blockout, Lighting, Route-framing

Balancing

  • Adjusted sightlines, opening widths, and paths to ensure fair but fun gameplay.

Fort Azami

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"Fort Azami" is a level design blockout inspired by the open-world outpost design found in Ghost of Tsushima. The premise is that the player will find this outpost while traveling in the open world & be given the task to liberate the fort!

Genre: Action/Adventure

POV: 3rd Person

Type: Single-Player

Engine: Unreal Engine 4

Team Size: 1
Duration: 3 months

Platform: PC

Role(s) and responsibilities:

Level Design

  • Concept, Blockout, Lighting, Pacing

Encounter Design

  • Placed enemies in level and routed patrol paths

Environment Design:

  • Prop & Texture Placement

Blind Predator

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"Blind Predator" is a Far Cry 5 mod map in which the player is tasked to infiltrate a cultist camp in a blinding thunderstorm and eliminate all four objectives enemies before escaping!​

Genre: Action/Adventure Shooter

POV: 1st Person

Type: Single-Player/Co-Op

Engine: Far Cry 5 Arcade Editor

Team Size: 1
Duration: 6 weeks

Platform: PC

Role(s) and responsibilities:

Level Design

  • Concept, Blockout, Lighting, Pacing

Encounter Design

  • Placed enemies in level and routed patrol paths.

Environment Design:

  • Prop & Texture Placement

Robits

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Made as my Bachelor's capstone project at UC Santa Cruz, Robits is an educational puzzle game that centers around the player learning how to program a robot's AI and solve a series of combat challenges!​

Genre: Educational, Puzzle-Solving, Adventure

POV: Isometric

Type: Single-Player

Engine: Unreal Engine 4

Team Size: 11
Duration: 8 months

Platform: PC

Role(s) and responsibilities:

Level Design

  • Concept, Blockout, Lighting, Pacing

Encounter Design

  • Collaborated with Game Designers on combat encounters.

Level Art/Environment Design:

  • Collaborated with 3D Artist on Prop & Texture Placement

About Me

Hello! My name is Abdul Banglee.

I'm a 2019 graduate from the University of California Santa Cruz, and have received my BS in Computer Science: Game Design. I have one year of AAA Game Design experience working collaboratively with multiple disciplines. I am currently looking for full-time work as a Level Designer!

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I'm an experienced Level Designer fully capable of delivering high-quality layouts with many of the fundamentals in mind such as flow, pacing, blockouts, scripting, and encounter design. As with any project, I pay close attention to details but also maintain focus on the overall end goal. My goal in my projects is to elicit feelings of tension and intensity through rich combat sequences, scripting, and storytelling.

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In my free time, I enjoy going for runs, spending time with family, and playing games with friends!

Recent Favorites: Insomniac's Spider-Man 2, Cyberpunk: 2077, Ghostrunner

Currently playing:  League of Legends, Cyberpunk: 2077, Helldivers 2

What I'm Hyped for: Insomniac's Wolverine, Hyper Light Breaker, 1943: Rise of Hydra

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