Tim Jahnke
Level Designer

Modding is my foundation, game creation
is my evolution.

Commercially Shipped Projects Counter: 3

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Created 7+ Levels

Creation of 7+ Levels and Game Design

Level Designer/Game Designer/Project Manager

Solstice

  • 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

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Created 3 Levels

Creation of 3 Adaptive Levels

Level Designer/Game Designer/Programmer

Alternate Free Runner

  • 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

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Custom Level:
Echoes of the Deep

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

Level Designer/Programmer

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VR Friendly Design, all Game Logic,
Project Management

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.

UX Designer/Programmer/Project Manager

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Custom Level:
Isles of the Azure Wing

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

Level Designer/Programmer

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Created 3 Levels

Purr in the Dark

Level Designer/Game Designer/Project Manager

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

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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

Level Designer/Programmer

Warframe