KIRILL BUYANIN
  • Professional
  • Personal
  • About

Overwatch 2 Inspired Level​ (UE5)


Goal: Create a level for ​Hero Mastery mode
Description: This is a design breakdown of a level blockout I made for Overwatch 2. This is a Hero Mastery course specifically designed for Pharah, testing the player's skills in utilizing her abilities, mastering air traversal movements and competence in general combat. The player's objective remains the same with other Hero Mastery levels: reach the finish line gate as fast as you can, destroy the bots, and collect mastery emblems. The level is relatively short and focuses on essentials only, I would set it for a Recruit Difficulty.
​To create this level I used Unreal Engine 5 and aimed to replicate the same art style and some of Pharah’s mechanics to make this blockout closely resemble the original game.

Elden Ring Inspired Level (UE5)


Goal: Create a small location for Elden Ring 
Description: This is a playable environment in Unreal Engine 5, drawing inspiration from the world design and exploration philosophy of Elden Ring. Focused on capturing the game’s sense of scale, atmosphere, and interconnected spaces, while applying principles of player guidance, environmental storytelling, and spatial composition.
The project served as both a level design and environment art exercise, allowing me to strengthen my skills in terrain sculpting, Quixel assets placement, lighting, and scene composition. I used Megascans for high-quality assets, also integrated foliage, and experimented with lighting to achieve a moody, immersive ambience.

Uncharted Inspired Level (Unity)


Goal: Create a linear level in action-adventure genre
Description: Designed and built a short, linear level inspired by the Uncharted series. Developed over 10 weeks as a final part of the Level Design course at CG Master Academy. The project focused on cinematic pacing, environmental storytelling, and a balance of exploration and set-piece moments. Utilized Unity as the primary development tool, implemented gameplay flow, combat encounters, and scripted events to create an engaging, narrative-driven experience within a compact play space.

Portal 2 Custom Levels


Goal: Created levels for Portal 2 using the game’s built-in level editor.
​Description: Designed some random challenges as well as a series of levels centered around a unified theme, crafted to follow a linear difficulty progression. Puzzles gradually increase in complexity, encouraging players to build on previous skills. Video below shows the series' walkthrough.

Steam Workshop: https://steamcommunity.com/id/diforus/myworkshopfiles

Indie Games

SECURITY GUYS VS A.I.


Top-down shooter, by Alexander Bogdanov

​
Made in 
Unreal Engine 4 and released on Steam.
Description: ​I contributed to Security Guy vs AI, the debut indie game by Alexander Bogdanov. While primarily serving as his mentor and producer, I also added a small level called The Labs. Below you can find video breakdown for that level as part of #Bloctober event. Final environment art created by Alexander Bogdanov.

BREACHED


Sci-Fi walking simulator, by Drama Drifters team.

Made in 
Unreal Engine 4, released on Steam.​
Description: Designed and built levels for early stages of development. Planned game flow and tutorial sequences to guide players through mechanics and story beats. Responsibilities also included creating blockouts, optimizing navigation, and integrating environmental storytelling to enhance immersion and pacing. 

© Kirill Buyanin
Senior Level Designer

  • Professional
  • Personal
  • About