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