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

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 6 member team using SCRUM

  • Utilized Player Power Fantasy to full extent

Professional Studio Work (NDA)

Created the Introduction
/Tutorial Level Prototype

We The People

Indie Studio - 100,000+ Wishlisted Title
“A polished tutorial/introduction level for a highly anticipated FPS.”

Focus:

  • First-Person-Shooter

  • Tutorial/Onboarding Experience

  • Direct collaboration with Creative Director, Programmers & Artists

  • Cutscenes + Scripted Events

  • Extensive Playtesting & Iteration

Created the First/
Introduction Level

Myth Guided

Kosmic Pyramid Games - Indie Studio
“A Cozy, narrative-driven exploration Game.”

Focus:

  • Cozy Narrative Exploration Game

  • First/Introduction Level

  • Close collaboration and iterative cycles with Creative Director

  • Delivered a Playtest-ready Prototype

  • Brainstormed and Prototyped Gameplay Features

Full Metal Overdrive

Deadlift Studios - Indie Studio
“A racing experience like no other. ”

Focus:

  • Racing Action Game

  • Creation of Levels for the Vertical Slice

  • Working together with AAA Veterans

  • Internal Playtest Sessions and Level Iteration

  • Cross-Department Collaboration and other Level Designers

Prototyped 13 Levels
covering 2.5 and 3D

Forgotten Eras

Behind the Hump - Indie Studio
“A lost tale told in 14 unique levels. ”

Focus:

  • 2.5&3D Side-Scrolling Action Adventure Platformer

  • 13 Level Prototypes, 11 implemented levels

  • Highly detailed Set-Dressing Documentation

  • Closely collaborated with the Programmer

  • Deep Demo Analysis and Feedback Collection