Diablo IV | Lord of Hatred

Associate Dungeon Designer (2025-2026) Blizzard Entertainment

During this development cycle I contributed extensively in planning, designing, and laying the foundational island blockout for Diablo IV’s second expansion zone - The Skovos Isles.

After the bulk of this work was completed, I transitioned to the Dungeon Design team where I was responsible for designing and maintaining Procedural Tileset Dungeons and various pieces of associated content including Campaign Quests, Activity Content, and more.

Open World Level Design

The core executable work for this role was sculpting large areas of terrain and using a mix of procedural biome-painting and hand-placed block-out meshes to define the playable Navmesh.

Planning and map creation was the bulk of most supplementary work. Our team collaborated closely on the layout and placement of POIs, Dungeon Entrances, Quest Objectives, Zone/Subzone Boundaries, Server Transition Areas, and the Roads/Paths connecting them.

Our team’s core Design Pillar was to maintain an optimal playspace for the fast-paced monster-packed gameplay. In addition, allowing the player mount to maneuver around comfortably and smoothly.

Playspace metrics like pathing angles, inclines, widths, and preserving flat open areas for increased Monster Spawners and Activity/Quest content were the main focuses of iteration.

Tileset Dungeon Design

The core executable work for this role was sculpting large areas of terrain and using a mix of procedural biome-painting and hand-placed block-out meshes to define the playable Navmesh.

Planning and map creation was the bulk of most supplementary work. Our team collaborated closely on the layout and placement of POIs, Dungeon Entrances, Quest Objectives, Zone/Subzone Boundaries, Server Transition Areas, and the Roads/Paths connecting them.

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Vessel of Hatred