Tim Jahnke
Level Designer
One motto: Just go block!
48-hour Level Design Challenge
Lunar Base: Breach
“48 hour Level Design Challenge to 25 Minutes of Gameplay”
Focus:
First-Person-Shooter
Level Design Theories and their application
Quick Game prototyping
Playtesting and Iteration (20 Playtesters)
Creation of high-quality “Speed Level Design” Content
Created 31 Levels in 31 Days
Blocktober 2025
“One original level every single day for an entire month.”
Focus:
Third-Person-Shooter, PvP
31 playable Levels in 31 Days
Quick prototyping
Working with Tight Deadlines
Sharing Work publicly
Created the Introduction
/Tutorial Level Blockout
We The People
“A tutorial for a 100,000+ wishlisted NDA title.”
Focus:
First-Person-Shooter
Tutorial/Introduction Level Prototype
Close Creative Director, Programmer, and Artist collaboration
Cutscenes and Scripted Event Creation
Many playtest sessions and iteration cycles
More Projects
Fortnite RPG Level
Set-Dressed Level
“Using UEFN PvP Engine for a PvE Level.”
Focus:
Third-Person-RPG
Usage of UEFN
Set Dressing with provided Assets
Narrative and Storytelling as RPG Level
Cutscenes and Boss-Fight
7 Stealth Levels
Solstice
“Creating 7 levels using the Action Blockout Workflow.”
Focus:
First-Person-Stealth
Used Action Blockout Workflow
Stealth, Dimensional Traversal Level Design
Managed 7 member team using SCRUM
Utilized Player Power Fantasy to full extent