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[Navigating Level Design: Insights from Senior Designer Tim Spanix]-[Building the Raid: Designing the World of Arc Raiders]

Level Design Lobby · B2 · 2026-01-27

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📋 Summary

From Modding to AAA: A Journey in Level Design

In this episode, host Max Pez sits down with Senior Level Designer Tim Spanix to explore his career trajectory, the evolution of level design, and the intricacies behind developing the hit game ARC Raiders.

The Roots of a Designer

Tim Spanix’s journey into the industry mirrors many contemporary developers. His passion was ignited by childhood experiences with scenario editors in games like Age of Empires 1. He recalls, "you don't realize that games are made by actual people," noting that his early experiments with modding—ranging from Midtown Madness to building custom servers for the MMORPG Tibia—served as his foundational training ground. Unlike many who face pressure to pursue traditional careers, Tim’s mother actually encouraged his path after discovering a game design school in the Netherlands, leading him to build a diverse portfolio that included everything from Photoshop mock-ups to pirated versions of Autodesk Maya.

Transitioning to Professional Leadership

Tim emphasizes that moving from a product-focused designer to a lead role requires a shift in maturity. During his time co-founding an indie studio in Finland—which saw their game Critical Ops reach over 250 million installs—he realized that leadership isn't just about the game itself, but about "how are they doing? What do they want to progress towards?" His subsequent move to Deep Silver to work on Dead Island 2 allowed him to step back from management and "refound my love for level design," proving that even senior designers benefit from periods of focused, hands-on creation.

The Design Philosophy of ARC Raiders

Discussing his work on ARC Raiders, Tim highlights the challenge of designing for a game where "typical level design rules don't always apply." Because the game features unpredictable, emergent gameplay with PvP and PvE elements, he often prioritizes the "rule of cool" and aesthetic variety over rigid metrics.

  • The Stella Montes Case Study: Tim shares how his team designed the Stella Montes map to be a "smaller, indoor, tight map" to foster a more claustrophobic, PvP-heavy experience.
  • Iterative Playtesting: The team conducts mandatory daily playtests, allowing them to gather data and "bring in a little bit of rational design" to fix issues like poor cover or dangerous sightlines.
  • The Power of References: Tim stresses that "working in a vacuum is very tricky." By utilizing condensed level design documents, bubble diagrams for scale, and extensive concept art, he ensures the team maintains a "source of truth" while allowing for creative flexibility.

Community and Giving Back

Tim discusses his YouTube channel, Tim Does Design, which he created as a way to "return" the favor to the community that helped him learn. Even while on a hiatus due to the demands of professional relocation, he remains committed to sharing knowledge. He advises aspiring designers to prioritize networking—especially by joining larger studios or industry groups like IGDA—when moving abroad for work.

Conclusion

As ARC Raiders continues to evolve, Tim remains focused on the delicate balance of loot distribution, AI density, and player agency. His insights serve as a reminder that great level design is a collaborative, iterative effort that relies as much on narrative world-building as it does on technical implementation. As Tim puts it, "there is kind of a deep lore and world building behind it, that we use to inform every choice that we make."

🎯Key Sentences

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📝Key Phrases

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on point
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long time coming
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slip my mind
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show your love and support
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keep rolling
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📖 Transcript

Hey everyone, I hope you're well.
Playing and making the games that you all love.
You're joining me, your host lead level designer, Max Pez.
But not just me.
I have an incredible, beautiful face, great design mind and one that is constantly given to our community of level design the incredible senior level designer, Tim Spanix.
I hope I pronounced your last name correct there, mate. so surprisingly that's quite on point yeah hi everyone and hi max uh thanks for having me on i think it's been a long time coming as well really yes no i was saying to you before we got this i don't i don't get how it slipped my mind when you should have been on here much sooner but uh thank you for joining nonetheless mate so still very glad to be here yeah and for those of you who don't know tim is also known as tim does design which is another great youtube channel and resource for all of you who want to know more about level design i'll be putting a link down to that as well as your socials mates down below so please go show your love and support for him as well um i was going to say there's so many questions i have so many ways to begin but why not first talk about the element of What got you into level design specifically?

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