Justyn Dagg
Justyn Dagg
Level Designer
Penticton, Canada

"Hello, I'm Justyn Dagg, deeply devoted to game development with a specialization in level design. My portfolio includes contributions to recognized titles such as Dreadhunger, Maneater, Rising Storm Vietnam, Depth, RisingStorm, Red Orchestra 2 and Killing Floor.

Throughout my industry experience, I've mastered the nuances of level design, from inception to final release. My focus is on creating levels that are coherent, enjoyable, balanced, challenging, and technically sound.

What defines my approach is an unwavering commitment to every project. I thrive as a proactive team member, consistently providing valuable input, innovative ideas, and efficient problem-solving."

Skills

Level DesignConcept designEnvironment ModelingTeam Management

Software proficiency

Unreal Engine
Unreal Engine
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter

Experience

  • Lead Level designer - Game designer at Sidestep Interactive
    Penticton, CA
    September 2023 - Present

    As lead level designer and game designer for my own IP Circle Of Ruin I own the full responsibility for all Level design work as well as the gameplay design. This is a solo project I am currently undertaking aiming for a fully fledged release at the end of 2024.

  • Lead Level designer at Slowdrive Studios
    Remote Contractor
    February 2020 - May 2022

    Lead level designer for up and coming Social deduction horror survival game Dread Hunger.

    I own the full responsibility for all Level design work required for dread hunger from conception of levels through to the final revisions of shippable content. Tasks include initial conception of space , grey boxing, Art team relations to ensure concepts reach desired vision, gameplay and technical level design duties.

  • Level Design Consultant at Tripwire Interactive LLC
    Remote Contractor
    March 2019 - October 2019

    Level Design Consultant conveying how bespoke systems worked. As new owners of the Maneater IP Tripwire wanted to make several large refactors to both the game mechanics and the world in general, I was instrumental in this design refactor and played a large part in the Maneater of today.

  • Lead Level designer at Blindside Interactive
    Remote Contractor
    January 2016 - March 2019

    Part of the initial team that started the IP for Maneater. My roll was to conceptualize the open world, work along side the art team and manage other designers to bring the concept to life and integrate all required gameplay elements .

  • Level design consultant at Antimatter Games
    Remote Contractor
    August 2016 - November 2016

    Worked on the iteration of several levels for Rising Storm 2 Vietnam that needed some design assistance. Worked on basic flow and gameplay improvements. I also created the concept for the tutorial level.

  • Level designer at Tripwire Interactive LLC
    Remote Contractor
    October 2015 - January 2016

    Level Design Support and conception for DLC Content for Red Orchestra 2.

  • Lead Level designer at Digital Confectioners
    Remote Contractor
    March 2014 - August 2015

    Building from prior work on Depth I finalized 5 original levels to be shippable products and created a further 3 levels included as DLC Content. I was responsible for conception of each level, integration of gameplay mechanics , iteration, dressing, lighting and post.

  • Level designer at Antimatter games
    Remote Contractor
    June 2013 - March 2014

    Created 2 more levels Included in different DLC updates for Rising storm . Duties Included working along side the environment team and Implementing gameplay to make the level a fully playable experience.

  • Level designer at Tripwire Interactive LLC
    Remote Contractor
    December 2011 - June 2013

    Created 3 levels that shipped with the initial release of Rising storm. My duties Included, conception, block out, gameplay integration, dressing and basic lighting with full ownership for all levels.

  • Lead Level designer at Depth Game INC
    Remote Contractor
    January 2010 - June 2011

    Created numerous level concepts for Depth, starting from initial conception to playable beta versions of 5 unique levels.

  • Level designer at Tripwire Interactive LLC
    Remote Contractor
    May 2009 - January 2010

    Created several multiplayer levels that where officially added to the retail game after it's Initial release. I also worked on the Iteration of a user created level that was officially added at a later date.