About Tiziano Trazzi
"We don't stop playing because we grow old, we grow old because we stop playing."
Attributes
- Role
- Senior Level Designer
- Base
- Rome, Italy
- Experience
- 9+ years
- Shipped titles
- 4 indie · 1 AA
- Main engine
- Unreal Engine 5
- Languages
- Italian (native) · English (fluent)
Profile
I'm a Senior Level Designer with 9+ years in the games industry, shipping narrative-driven and open-world titles: 4 indie games and 1 AA.
I specialise in Unreal Engine 5 and Blueprints visual scripting, which lets me combine hands-on technical implementation with player-centric design.
I own levels end to end — from concept and blockout to final polish — working with Design, Programming, Art, Narrative, Sound and Lighting to deliver environments with readable pacing and flow.
I mentor other designers and work in an iterative, feedback-driven way. I also supervise the art pass on my levels, making sure readability, colour, guidance, affordances, collisions and environmental storytelling stay intact.
Abilities
Design
- Level Design
- Technical Level Design
- Linear and Open-World Design
- Player-centric Design
- Encounter Design
- Puzzle Design
- Rational Game Design
- AI Design
- Quest Design
- Narrative Design
- System Design
- Data-driven Design
- MDA Framework
Level Design Pipeline
- Gameplay and market research
- Concept and reference gathering
- LD / GD documentation
- Level beats and tension graphs
- Top-down layouts and flowcharts
- 3Cs, metrics and spatial proportions study
- Blockout / greybox
- Flow, gameplay and event scripting
- Iterative playtesting and balancing
- Polish and art handover
- Supervising the artists' work
Engines and tech
- Unreal Engine 5
- Blueprints C++ Visual Scripting
- World Partition / Data Layers
- Landscape, foliage and 3D modelling tools
- Unity
- RPG Maker
Production
- AI-assisted workflows (Claude Code)
- Agile / Scrum
- Jira / Confluence
- Trello
- Perforce / SVN / Git Fork
- Miro / Slack / Discord
- Google Sheets / Office Suite
Media
- Photoshop / Canva
- After Effects
- Premiere Pro / DaVinci Resolve
- Audacity
Soft skills
- Level ownership
- Mentoring and coaching
- Cross-disciplinary communication
- Feedback-driven mindset
- Egoless attitude
- Problem-solving and lateral thinking
- Creativity
Origin Story
In 1997 my dad bought a PlayStation 1 — for himself. I was four, and my journey started with Crash Bandicoot. I had no idea it would end up being my job.
As a child I built things on the floor of my house out of paper, glue, colours and wooden bricks: structures, marble runs, paper games, adventures. Not much has changed.
I'm curious, a bit of a perfectionist, and stubborn in a useful way: when I'm making something I keep at it even when I don't have the right skills yet. That's what keeps me learning.
Outside work I play almost every kind of videogame, watch a lot of films, documentaries and anime, and stay active — volleyball, gym and calisthenics, depending on the season. I'm interested in science, technology and psychology, and I play a bit of guitar.
What is Level Design
Level Design is deciding what goes where in a space, and why, so that moving through it feels natural, interesting and fun to play.
You meet it every day without noticing. The roads, with all their signs and the coloured markings painted on the asphalt. The supermarket that keeps milk and bread at the back, so you walk past every other shelf to reach them, and puts sweets at the checkout, right at a child's eye level. The amusement park where a tall tower, visible from the entrance, pulls you forward. The multi-storey car park with a colour and a number on each floor, so you find your car again. IKEA, with one winding path through every room and a few shortcuts for those who know them.
That's Level Design.
In a game, the same principles decide what you feel. Programmers and Game Designers build the mechanics, artists build the world, writers build the story, composers build the music: the Level Designer, who often has a say in the other disciplines too, puts every piece in the right place at the right moment to make you feel a specific emotional experience.
Behind every choice there's psychology. Our eyes go to light, movement and contrast, so a lit doorway at the end of a dark room feels like the way forward. A wide open area invites you to explore; a narrow corridor puts you on edge. Nobody tells you what to do, yet you go exactly where the level wants you to.
And there's architecture. A good level is a composition: an arch that frames the next objective, a row of columns or lamps that leads the eye, a tower that stands out against the sky. It has to be beautiful to look at and, at the same time, quietly show you the way.
My work starts with gathering references and doing research about the theme of the level or the world, and then it goes on paper, where I sketch layouts and player paths. Then I build the level roughly in the engine with simple shapes and play it as a player would: ugly, but it already works. Once the flow feels right, the artists make it beautiful, and testing and polish turn it into the level you will play, months or years later.
Why Level Design
I chose Level Design because, to me, it's the most creative role in game development.
It's where every discipline meets! In a single level I can think like an architect, a director, a storyteller, a psychologist, a game designer, a composer, a player... and more!
I work closely with all the other disciplines to turn all of their work into one experience.
It never lets me stand still. Every level is a new challenge: a new space, a new mood, new rules to test. It takes curiosity, a constant flow of fresh ideas and plenty of trial and error, and that keeps my brain switched on like nothing else.
And the result is something you feel. Every square metre you cross, every action you take, every space, shape, movement, colour, light and sound can make you feel a whole range of emotions.
No other medium puts all of this in your hands at the same time. That's why I love it! <3
Codex of tastes
Videogames 53
Movies 17
Animated Movies 6
TV Shows 14
Animated Shows 11
Contact me
Looking for a Level Designer? I'm always up for a talk!