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Resume

AAA Level Designer currently working on Star Atlas with a small global team. I’ve designed six levels—ranging from a vast open‑world space‑station city (Oni CSS) to compact third‑person arena maps—and built two racetracks from scratch. I turn concept art into optimized, playable 3D spaces that flow for both racing and combat.

 

Previously at Cloud Imperium Games (Austin), I helped establish a new QA department and was promoted to Game Designer. On Star Citizen I delivered mission and level content, handled tech‑design tasks, created a resource‑efficient self‑checkout bar, and owned AI, loot, usables, and layout tuning.

Independently, I created Nano Looper, a soccer FPS—modeling assets in Blender and building gameplay with Blueprints—and promoted it at events across Austin with a fellow developer.

 

Raised in Daytona Beach, FL, I hold a NASCAR license and earned my private pilot license at 18. I graduated from Daytona State College (B.S., Business Management) with additional aerospace coursework at Embry‑Riddle, plus classes in game design, cybersecurity, and C#.

 

Friendly, driven, and endlessly curious, I’ve been designing games since 2015 and thrive on small, high‑ownership teams.

2018

Daytona State College

Daytona Beach — Bachelor of applied Science in Management and Supervision  
Minor in CS / Video games
Magna Cum Laude

2015

Embry Riddle

Daytona Beach —Aeronautical Science

2012

Seabreeze High School

Honors and a 4.1 gpa

CURRENT - 1 year 9 mo

ATMTA inc, Star Atlas, UE5, Austin, TX — Level Designer

Team: Art Director / Concept art Marcel Van Vuuren, LD Dane Kubicka, ENV Art Lead Ed Denton, 3d Art Ainsley Langford, 3d Art/ ENV Art Ethan Pflugh, Tech Art Alexander Kovyazin, Tech Art - Ivan Leon, Houdini - Oleksandr Kratinov

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  • Designed and shipped content across multiple level styles: explorable hub/city (ONI CSS), third‑person arena maps, and two race tracks (Exinade open‑zone; Cynosure underground through caves and temples). 

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  • Progressed levels from top‑down to blockout/whitebox; ran playtests; iterated to greybox and production with exact‑scale models. 

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  • Delivered Uru (alien‑temple arena above Cynosure), Gateway (surge‑mode arena), and Paizul (ONI CSS‑adjacent arena/explorable space) tuned for fast, arcade‑style movement. 

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  • Partnered with global Environment/Tech Art and Houdini teams across the UK, Russia, Ukraine, and Spain; aligned on goals, constraints, and references.

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  • Established player‑feedback channels; tuned surge‑mode gameplay and balance using data and community insights.

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3 years

Cloud Imperium Games, Austin, TX — Game Designer / Level Designer / Tech Designer

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  • Helped start up a new QA department; authored documentation and Jira workflows; promoted within the first year.

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  • Transitioned into mission, level, and tech design; implemented functionality for in‑game stores, bars, and AI using internal tools (Subsumption, DataForge, StarEngine).
     

  • Built shop interiors from the level side and implemented inventories and interactive systems as a tech designer.
     

  • Designed a resource‑efficient self‑checkout bar and developed ship‑boarding event missions with corresponding spaces.
     

  • Delivered high‑quality work on time; emphasized realism, readability, and performance.

Software Proficiency
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Get in Touch

386 871 1263

© 2077 by Blake Cejner. 

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