Sam Robinson
Game Designer



I've been making games for 16 years, most recently as Principal Game & Level Designer on an unannounced UE5 project at Meteor Pixel.

Please scroll down to view my previous work.

Email : samrob1nson@hotmail.com

Resume: view online.









OlliOlli World
Senior Game Designer

Developer : Roll7
Publisher : Private Division
Website : OlliOlligame.com
Platforms : Steam / PS4 / PS5 / Xbox One / Series X|S / Switch


The latest entry to the BAFTA award winning skateboarding series. Nominated for the 2023 BAFTA Game Awards Best British Game. Winner of the 2023 Dice Award for Sports Game of the Year and the 2023 MCV Award for Visual Innovation of the Year.

Responsibilities:
  •  Designing a significant number of the game's campaign levels.
  •  Designing and building the procedural level generation system.
  •  Camera and general polish pass on every level in the game.
  •  Idea generation for DLC game mechanics.
  •  Mentoring and peer reviewing fellow level designer's work.










The Swords of Ditto
Game / Level Designer

Developer : OneBitBeyond
Publisher : Devolver Digital
Website : theswordsofditto.com
Platforms : PC / Mac / Linux / PS4 / Switch


A colourful and whimsical roguelite action RPG that creates a unique adventure for each new hero.

Responsibilities:
  •  Designing all maps and levels, including art dressing and lighting.
  •  Designing level and map design tools & procedural generation methods.
  •  Idea generation on all game mechanics.
  •  Script editing and management.
  •  Sound design on more than 2,000 SFX.










Volume
Game / Level Designer

Developer : Bithell Games
Publisher : Bithell Games
Website : Steam Store Page
Platforms : PC / Mac / PS4 / PS Vita / PSVR


Pure stealth action and infinite level creation from the BAFTA award-winning studio behind Thomas Was Alone.

Responsibilities:
  • Oversight and level design on delivering 100 levels.
  • Designing 30 additional levels for Volume:Coda, a VR update to the game.
  • Guiding game progression & asset revelation.










Nova-111
Game / Level Designer

Developer : Funktronic Labs
Publisher : Funktronic Labs
Website : nova111.com
Platforms : PC / Mac / PS4 / PS3 / PS Vita / Wii U / Xbox One / Switch


Search out the scientists in the aftermath of the Universe's Greatest Science Experiment, in this unique, turnbased, combat and puzzle game with real time elements.

Responsibilities:
  • Level design for a majority of the game.
  • Conception of many game mechanics and interactions.
  • Guiding game progression & asset revelation.










Stealth Inc. 2
Lead Level Designer

Developer : Curve Digital
Publisher : Curve Digital
Platforms : Wii U / PC / Xbox One / PS3 / PS4 / PS Vita


Stealth Inc. 2 tests both your brain and your reflexes over 60 varied levels linked together by a sprawling overworld.

Responsibilities:
  • Leading and working with a team to create a seamless exploratory overworld and all challenge levels.
  • Idea generation, planning and management on all mechanics, environments, game progression and asset revelation.
  • Sound design, creating in the region of 300 SFX.
  • Music direction on over 60 tracks.
  • Mentoring and peer reviewing fellow level designer's work.










Fluidity : Spin Cycle
Game / Level Designer

Developer : Curve Studios
Publisher : Nintendo
Platform : Nintendo 3DS


A physics based platformer developed for the Nintendo 3DS, in which the player controls a water based character with the the 3DS's motion controls. In their final issue, Official Nintendo Magazine awarded Fluidity 90th place in the top 200 Nintendo published games of all time.

Responsibilities:
  • Designing levels that Nintendo designated as the benchmark to which all other levels on the project should be made.
  • Conceiving mechanics, puzzles & uses of physics to fit with chapter themes.










Stealth Inc.
Game / Level Designer

Developer : Curve Studios
Publisher : Curve Digital
Platforms : PC / Mac / Linux / PS3 / PS4 / PS Vita / iOS


The original Stealth Inc. - AKA Stealth Bastard on PC - has been downloaded over one million times across all formats and has won multiple awards including the 2013 TIGA award for Best Action-Platformer.

Responsibilities:
  • Level design.
  • Concepting enemy types, gameplay mechanics, expected behaviour, organising asset revelation, challenge progression.
  • Lead Designer on the console version's user level editor.
  • Mentoring juniors and peer reviewing fellow level designer's work.










Explodemon
Level Designer

Developer : Curve Studios
Publisher : Curve Digital
Platforms : PC / PS3


Players control the titular hero, Explodemon, a superhero that uses his ability to blow himself up in order to destroy enemies and objects, propel himself through the air and solve physics based, environmental puzzles. Awarded IndieGames.com Platformer GOTY.

Responsibilities:
  • Designing two thirds of the levels in the game.
  • Designing tools and guiding asset revelation.
  • Testing and bug fixing.








Extracurricular
Game / Level Design








Natural Selection 2
Level Design

Developer : Unknown Worlds

Through my involvement in the Half-Life mapping and modding scene, and the Natural Selection mod, I joined the NS2 Technology Release Alpha team in the very early days of development (in 2007).

At the time, Natural Selection 2 was being developed for the Source engine, and I was tasked with testing and creating unique, first person environments using the provided art assets and lighting.







Dayz Epochalypse
Game Design

Developer : Bohemia Interactive

In 2014, at the height of DayZ Mod's popularity, I ran the 6th most popular DayZ Mod server in Europe, 'DayZ Epochalypse.'

This ranking was achieved by hosting weekly events such as Battle Royales, customizing the world map, and balancing the loot tables and economy to the playstyle of the community.







Planet Half-Life
Level Design

Website : Planet Half-Life

In 2002 I became a resident mapper at Gamespy's Planet Half-Life network due to my contributions to the online community in the form of Half-Life Deathmatch and Counter-Strike levels.







Previous Work
Film, TV & Advertising








The Mill
Design / Edit Assistant

Website : The Mill

My main role at The Mill was to support the producers and directors, particularly in creating bespoke pitch documents for high profile clients, which would bring in high budget projects for the company.

Responsibilities included developing script and pitch ideas for potential commercials, particularly when advertising video games, digital matte painting, holding casting sessions, handling a majority of The Mill's credential and literature documents, graphic design and logo design.








Slipmode
Assistant Art Director

In 2007 I joined Slipmode, a multi disciplinary design studio, part of the original Great Western Studios in Notting Hill.

Here I got to work on projects for an incredible client list consisting of records labels, advertising agencies, publishers, films studios, galleries and private clients. Work involved video editing, compositing, 3D and 2D animation, and photography.