Yoram van de Vall
Hi! I'm Yoram, I am a Level designer
I'm a personable and versatile level designer with 7 years of AAA industry experience. I have a proven track record of contributing excellent work to AAA games through different phases of development.
I've gained invaluable experience at startup studios and growing teams , working on projects from the ground floor. I've been establishing gameplay pillars, workflow pipelines and foundational worldbuilding, as well as mentoring and onboariding new members in the team.
I'm adept with tools such as Unreal Engine 4 and 5, Lumberyard, Unity, Perforce, Blender, Adobe Creative Suite, and more.
I am currently working at People Can Fly, working on an unnanounced project.
Projects
Gears of War: E-day
People Can Fly - 2024 - present
I am currently working on Gears of War: E-Day in collaboration with The Coalition. I am a level designer on this project.
Cancelled Sharkmob Project
Sharkmob London - 2023-2024
I was part of the core game and level design team, establishing fundamental rules for content, gameplay, worldbuilding and more. I created gym levels for rapid prototyping and collaborated with all gameplay teams to facilitate rapid game iteration. Brainstormed new ideas and liaised with external partners.
Exoborne
Sharkmob London - 2021-2023
On Exoborne I created PvPvE environments in an open world. I collaborated with the art team when progressing the levels from blockout stage to beta. I also tweaked vehicle gameplay and oversaw the best practices for creating vehicle gameplay and levels for the vertical slice deliverable.
Everywhere
2018-2021 - Build a Rocket Boy
On Everywhere, I created block out environments for gameplay areas using the player facing tools that were in active development. I provided crucial feedback and worked with the feature team to improve the toolset and created game content along the way.
MindsEye
2018-2021 - Build a Rocket Boy
On Mindseye, I created block out environments for gameplay areas, narrative moments, implemented gameplay mechanics, tweaked vehicle handling characteristics, pitched new mission designs, and liaised with co-dev partners. As an early member of the design team, I also spearheaded content prodcution pipelines and best practices.
Hoopa City 2
Dr. Panda - 2016-2017
On Hoopa City 2, I created interactive scenes and designed new game features for post launch content updates. I lead a multi-disciplinary team of 7 people for a post launch content pack. This was developed for the Chinese app store market and featured Chinese New Year.