KIRILL BUYANIN
  • Professional
  • Personal
  • About
Hi! I'm Kirill, a Level Designer with over 12 years of experience across AAA, indie, and mobile games. This is my portfolio.

I specialize in creating 3D environments, combat encounters, also narrative-driven missions and designing onboarding experiences, from tutorials to enemy introductions. My goal is to build worlds that feel immersive and well-balanced, where the mechanics, environment, and narrative all support each other to keep players engaged from start to finish.

FBC: FIREBREAK


Co-op Multiplayer First-person Shooter by Remedy Entertainment
Role: Senior Level Designer
​

Work Description
: I focused on creating fast-paced, replayable multiplayer levels that emphasize teamwork, dynamic encounters, and strategic pacing. I designed and balanced maps to keep objectives fun, easy to understand and to encourage player cooperation. Worked on both high-level planning and technical execution.
I was a Level Owner for missions Hot Fix and Freezer Duty. I created blockouts, implemented gameplay systems and scripting events, also coordinating cross-disciplinary collaboration to align level design with the overall vision.

ALAN WAKE II


Psychological Survival Horror game ​by Remedy Entertainment
Role: Level Designer

​Work Description: I worked on game environments for Saga's single-player campaign (chapters 3-6): paper design, level blockouts, scripting, and implementing various gameplay components. ​Served as Watery level owner, overseeing the location’s design to ensure balanced, narrative-driven gameplay while actively working hands-on and coordinating with art, tech, design and other teams.
Worked on combat encounters across all major locations, including enemy introductions, randomly generated fights and boss battles.
Created and integrated a variety of puzzles for both main story and side activities, combining environmental storytelling with gameplay to deliver unique challenges for each puzzle.

METRO EXODUS


Survival First-person Shooter by 4A Games
Role: Game and Level Designer
​

Work Description:
Designed and built a variety of indoor and outdoor locations for Metro Exodus and its expansion Metro Exodus: The Two Colonels from early blockouts to the final, polished stage. Responsibilities included scripting gameplay events, designing combat encounters, setting up lighting, and set dressing to support narrative beats and atmosphere. Additionally, managed loot distribution and weapon progression systems, ensuring rewards were meaningful and balanced throughout the player’s journey​

CROSSFIRE-X


First-person Shooter by Remedy Entertainment and Smilegate
Role: Level Designer
​

Work Description: ​Contributed to Operation Specter, a CrossfireX's single-player campaign, by designing and developing levels from layout planning and blockouts to scripting in-game events and creating combat encounters. Also provided technical support for Operation Catalyst, assisting with implementation and troubleshooting to ensure smooth production and gameplay functionality.

MOBILE GAMES

Here’s a selection of mobile games (iOS/Android) I worked on during the early stages of my career

Contract Killer: Sniper

Role: Level & Mission Designer​
Description: Developed and implemented game levels using existing assets, planned combat encounters, and scripted enemy behaviors. Worked on design documentation and character specifications.

Frontline Commando 2

Role: Mission Designer
Description: I was responsible for scripting the entire single-player campaign, covering all main and side missions, with a focus on encounter design, boss battle creation, and combat balancing.

Heroes of Destiny

Role: Game Systems Designer​
Description: ​Worked on in-game systems, such as inventory and heroes' skills. Responsible for scripting and implementing hero abilities, as well as balancing in-game items: weapons, armor, and other equipment.

© Kirill Buyanin
Senior Level Designer

  • Professional
  • Personal
  • About