Tim Jahnke
Level Designer
Modding is my foundation, game creation
is my evolution.
Created 31 Levels
in 31 Days
Level Designer
Blocktober 2025
One Level per Day over the month
Brainstormed/Concepted/Created 31 Levels
Level Design Community Event in 2025
Utilized external Game Logic Asset Pack for easier production
Spent 4-6 hours daily after work to create those levels
Created Playthrough Videos and LinkedIn Posts for each day
Conducted internal Playtests and iteration cycles
Built in Unreal Engine 5
Created the Introduction
/Tutorial Level Blockout
Level Designer
We The People
Created Introduction/Tutorial Level
Designed the Introduction/Tutorial Level Blockout based on relevant Games
Extended to a Level Prototype for easier playtesting
Handled level scripting, layout, encounters, pacing, and more
Collaborated with Creative Director to bring his vision to life
Created LDD, Concepts, Level Analyses and more relevant Documentation
Conducted internal Playtests and iteration cycles
Built in Unreal Engine 5
Over 100.000 people have wishlisted the game already
Created 7+ Levels
Creation of 7+ Levels and Game Design
Solstice
Level Designer/Game Designer/Project Manager
Designed 7 major levels using Action Blockout workflows
Implemented stealth, dimension traversal, and environmental storytelling
Handled level scripting, layout, encounters, and pacing
Managed a 6-person team with SCRUM
Created GDDs and Feature/Asset Cards
Built in Unity; 20–25 min gameplay, 10 weeks dev time
Created 3 Levels
Level Designer/Game Designer/Programmer
Alternate Free Runner
Creation of 3 Adaptive Levels
Solo Unity parkour prototype with adaptive level design
Designed 3 levels using Dynamic Difficulty Adjustment (DDA)
Implemented real-time challenge scaling based on player performance
Prioritized flow, rhythm, and momentum in level design
Utilized color-coded cues for intuitive traversal (wallrun, slide, climb)
Set in a dystopian city with minimalist visual style
10-minute gameplay; 10 weeks development time
Custom Level:
Echoes of the Deep
Level Designer/Programmer
Albion Online
Custom Level: Echoes of the Deep
Non-commercial fan prototype inspired by Albion Online
Researched community feedback for dungeon improvements in Forums
Built a mid-game cavern-temple dungeon (6 segments)
Top-down Action/Adventure; solo design & programming in Unity
Created modular combat & enemy systems
Developed quest/NPC systems, whiteboxed layout, sound & VFX
9–12 min gameplay; Built in Unity
VR Friendly Design, all Game Logic,
Project Management
UX Designer/Programmer/Project Manager
Pictures VR
Immersive Exhibition for Theater Koblenz
Built for first-time VR users with intuitive design.
Immersive adaptation of Pictures at an Exhibition.
Focus on comfort and accessibility in VR.
Clear navigation cues guided audience smoothly.
Optimized performance for stable exhibition use.
Audience testing & iteration shaped improvements.
Public showcase proved client-ready delivery.
Custom Level:
Isles of the Azure Wing
Level Designer/Programmer
Albion Online
Custom Level: Isles of the Azure Wing
Solo fan prototype inspired by Albion Online
Researched community feedback for dungeon improvements in Forums
Designed a mid-game dungeon on floating islands (6 segments)
Developed archer, melee & spell combat systems
Implemented modular AI, NPCs, quests, and boss fights
Created dynamic camera moments and environmental storytelling
Solo project in Unity; 20–25 min gameplay
Created 3 Levels
Level Designer/Game Designer/Project Manager
Purr in the Dark
Creation of 3 Levels and Game Design
Lead Level Designer & Project Manager for Purr in the Dark
Designed and developed 3 major levels: Tutorial, Stealth Intro, and Bridge
Implemented echolocation-based stealth mechanics and enemy AI
Led level scripting, layout planning, and encounter design
Managed a 6-person team using SCRUM methodology
Created Game Design/Level Design Documents and Feature & Asset Cards
Developed in Unity; 12–17 min gameplay; 13 weeks development time
Creation and Analysis
of Level Tiles
Creating my own Level Tiles
Unreal Engine 5 solo project inspired by Warframe
Recreated Warframes Traversal and Movement System
Analyzed existing room tiles for design guidances
Built modular level tiles (existing & custom rooms)
Designed fast traversal & combat systems
Prototyped melee & ranged AI
Explored environmental storytelling with props & lighting
Combined recreated and original tiles
Focused on level design, player guidance, game feel