Sven Gießelmann
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svengiesselmann.bsky.social
Sven Gießelmann
@svengiesselmann.bsky.social
Principal Level Designer @4AGames
Personal account!
#leveldesign
Pebbles about to smuggle the king's silver
March 8, 2025 at 4:11 PM
Its one of the most interesting things in games to me, witnessing evolving player strategies, change in map knowledge as well as pushing/camping tactics, varying loadout usage, meeting different tiers of players and how much they buy into a meta, how tryhard people are playing in each bracket etc.
January 26, 2025 at 10:12 AM
Took me 340 hours to join the 6 star club in #HuntShowdown

The first 150 hours I didnt know what the hell I was doing, the next 100 hours were "4 star gameplay", then the next 100 were legit 5 star gameplay.

Very fun how the game dynamic completely changes each MMR bracket!
January 26, 2025 at 10:07 AM
Although I live in a different country than my german friends, our #D&D group is still going strong!

I can no longer DM (pretty hard as the only remote person in the party) but I can still take part in it as they are so kind to put up a laptop+webcam in my spot every week ♥️ What a gang!
January 10, 2025 at 8:53 PM
i think this coudlve used some more yellow paint
December 7, 2024 at 5:43 PM
So you want to be A GAME DEVELOPER?

Look no further, I crafted a *very* valid game career guide for newcomers & those who generally feel lost in the games industry.

#gamedev #gamedesign
#leveldesign #gamecareerguide
(Repost of my only viral post on the bird site from May 2020)
December 4, 2024 at 5:33 PM
70% of #gamedev like
November 28, 2024 at 7:00 PM
Looks like ive just missed Lara Croft passing by... #leveldesign
November 21, 2024 at 12:56 PM
Currently re-playing the original Crysis (the non remastered variant). Im stunned how good it looks still, playing in 2560x1440p. It aged incredibly well.

1998, 2001, 2004 and 2007 ... the technical jump games made in under 10 years during the 200s is incredible.
November 11, 2024 at 6:52 PM
show this to directors if they ever say biome transitions are too harsh or unrealistic in your game #gamdev #Bolivia
November 3, 2024 at 10:38 PM
Some fun, relaxed sketching for #blocktober #leveldesign

Watched Shutter Island recently and got inspired.
October 29, 2024 at 8:45 AM
I finally found screenshots from 2008 of the FIRST MAP I ever made while browsing through old clan forums... I was aged 13 years at the time!

It was for #StarWarsRepublicCommando, done with Unreal Engine 2.5 and called "Labor"... but what a throwback😁
October 27, 2024 at 10:56 AM
Small little update on my #Battlefield project:

Been working on breaking up longer sightlines (streets surrounding the walled conference center & resort compound) and started to add more verticality and elevation to the terrain. Streets will be "bombed" and have craters.

#blocktober #leveldesign
October 23, 2024 at 8:58 PM
peace of mind:
October 20, 2024 at 12:49 PM
Still working my personal #Battlefield map project!

Progress is fairly slow as I dont have too much spare time at the moment, but I love where its heading!

(The modern-day setting energizes me a lot, excited for the new BF to come out next year too, the BF3 glory days) #leveldesign #blocktober
October 20, 2024 at 7:31 AM
Joining BlueSky is like setting up a new project in Unreal Engine...

Everything/timeline is so clean and free from bugs and malicious actors

#bluesky #gamedev #unrealengine
October 20, 2024 at 7:07 AM
The compound itself is divided into multiple different “pockets” for players to have skirmishes inside and between. As well as featuring different zones / layers to the layout, such as the ring around the boss building in a donut shape.
6/X #Blocktober
October 18, 2024 at 7:13 AM
Some screens during the blocking out phase, fleshing out each river sides identitiy. One side was like a "trading town", the other was more of a cargo hold with a train station.

5/X #Blocktober
October 18, 2024 at 7:13 AM
I wanted to support a 360° approach by players (multiple entry and exit points to the compound, including vantage points, pathways to engage and disengage) as the location would be found in an open-world context, including a clear prominent landmark in the center
4/X #blocktober
October 18, 2024 at 7:13 AM
I then made a VERY quick top down sketch.

The focus was on the compound itself, boss lair identity & approaches from the open world towards the compound.
I did not bother fleshing it out too much in 2D, i jumped straight into the engine after like an hour.

3/X #blocktober
October 18, 2024 at 7:12 AM
It all started with some reference gathering, of course.

I found some illustrations from way back, trying to figure out the scale of these boats. And in fact, some of them can be quite massive! So the steamboat became the focal point, being the boss lair.

2/X #blocktober
October 18, 2024 at 7:12 AM
A 3-day #leveldesign exercise I did in the beginning of the year, creating a PvPvE compound that could work in HUNT: Showdown.
Its a trading/cargo steamboat parked in a town alongside branches of the mississippi river, using the games Bayou setting. Done in UE5.
October 18, 2024 at 7:11 AM
More #gamescom2024 impressions!
August 22, 2024 at 6:46 AM
Gamescom 2024 Day 1 with @questsam.bsky.social
August 22, 2024 at 6:45 AM
A little #leveldesign outpost exercise from around october last year, based in #FarCry5.

Cult members are raiding some remote interstate bank and you're catching them in the middle of it! Stop them from breaking open the vault and rescue the bank hostages.
Vantage point POV:
May 28, 2024 at 2:44 PM