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HEY, I'M YOANN A LEVEL DESIGNER
I'm Yoann Pierkot a 5th-year student and part-time freelance level designer who love crafting memorable and immersive worlds from competitive FPS to story driven games to inspire players and spark creativity.
I started game development in 2017 by learning how to create games using Unity. Since then, I’ve continued to improve my technical skills, working as a lead programmer on school projects and also on personal projects. I’m now confident coding in C# for both tools and gameplay, and I’m proficient in using Blueprints in UE5.
Project
MADE WITH UNITY
PC PROJECT
CONSOLE PROJECT
You suck at parking
Internship and freelance
Car racing / party game
Level Designer
8 months (2022-2023)
I worked as an intern and freelance level designer on You Suck at Parking at Happy Volcano. My main goal was to design both single-player and multiplayer levels...
School Project
MADE WITH UNITY
PC PROJECT
Esquirrel
M.O.B.A.
Game and Level Designer
3 months (2022 - 2023)
I worked on Esquirrel, a 2v2 MOBA, primarily as a level designer. My goal was to create the map layout, ensuring it aligned with the game’s vision and the unique abilities of each character...
Blockout
MADE WITH UNITY
Valorant Blockout
Level Designer
3 months (2023)
In one of my assignments, I worked on creating a blockout inspired by the gameplay of Valorant and the strengths of the professional esports team, Karmine Corp...
Blockout
MADE WITH UNREAL
AC Origins Blockout
Level Designer
3 months (2022)
I designed a blockout of a fort inspired by the gameplay of Assassin’s Creed Origins. To accomplish this, I applied Ubisoft’s 360-degree camp design approach, adapting it to create a distinctive fort in Unreal Engine...
BLOG POSTS - BLOG POSTS - BLOG POSTS - BLOG POSTS - BLOG POSTS - BLOG POSTS - BLOG POSTS -
BLOG POSTS - BLOG POSTS - BLOG POSTS - BLOG POSTS - BLOG POSTS - BLOG POSTS - BLOG POSTS -
While working on one of my game projects (still in development if you’re reading this before June 2025), I found myself diving deep into level design topics, only to realize how hard it was to find clear, consolidated information.
That challenge inspired this blog - a space to share my research and insights, not just on level design but also on esports, another passion of mine. Whether you’re here for one or both topics, welcome! I hope what you read sparks your curiosity and inspires you to explore these fascinating subjects even further.
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LEVEL DESIGN POSTS
ABOUT ME - ABOUT ME - ABOUT ME - ABOUT ME - ABOUT ME - ABOUT ME - ABOUT ME -
ABOUT ME - ABOUT ME - ABOUT ME - ABOUT ME - ABOUT ME - ABOUT ME - ABOUT ME -
YOANN PIERKOT
LEVEL DESIGNER
I've always been fascinated by how games and movies (e.g. How to train your dragon movies) create unforgettable moments that inspire, ignite creativity, and evoke deep emotions. This is exactly what I strive for when designing a new game or level!
I'm Yoann, a hard-working and passionate (technical) level designer who thrives on crafting engaging experiences, especially in competitive FPS, stealth, and action games. Playtesting and iteration are key to my process, and I love expanding my skills in areas like architecture and composition.
BLOCKOUTS
SPATIAL COMPOSITION
ITERATION / PLAYTESTS
C# AND BLUEPRINTS
GAME DESIGN
TEAM WORK
LOGICAL
CREATIVITY
Work Experience
Happy Volcano - Not announced projects
Freelance level designer - Summer 2023
After You Suck at Parking, Happy Volcano began working on a new, unannounced game and invited me to join them over the summer. My main focus was developing semi-open world blockout levels, which involved conducting research and playtesting similar games within the genre.
Happy Volcano - You suck at parking
Freelance level designer - Nov 2022 to Feb 2023
After an amazing internship at Happy Volcano, I had the opportunity to continue working on You Suck at Parking, but this time as a freelance level designer. My role remained the same, focusing on designing both single-player and multiplayer levels for the Inferno and Magical updates.
Level design intern - Summer 2022
For my first industry experience, I had the chance to work as a level designer on the incredible game You Suck at Parking. My role evolved from creating multiplayer levels to improving and designing single-player levels, and eventually contributing to the research and development of the Inferno update, released a few months after launch.