Open-world driving
JDM: Japanese Drift Master. Technical implementation and performance work for an open-world driving game — connecting level design, environment art and production tools.
My role Co-Lead Technical Level Designer / Artist
Studio Gaming Factory S.A.
Experience Nov 2024 — Jul 2025
Mountain road in sunlight
01 / 05 Official project screenshots · Gaming Factory. The media shows the team's game; my individual responsibilities are detailed below.
Behind the game
My contribution I worked with the Lead and the level design, environment, vehicle and programming teams. This was a part-time contract alongside my Lead Level Designer position at Madmind Studio.
01 World implementation I collaborated with level designers on the technical side of world features and checked their reliability in packaged builds.
Roads, splines, points of interest and gameplay-driven props. Mesh setup and collision troubleshooting. Lighting and shadow artifacts, LOD transitions and texture streaming issues. 02 Performance & scalability I profiled CPU and GPU bottlenecks and worked through the visual and performance trade-offs with the team.
Rendering improvements across materials, shadowing, instancing and streaming. Graphics quality presets for Low, Medium, High and Epic. Scalability settings tuned around performance and visual quality. 03 Tools & team workflows I built tools and supported the handover of technical art work between disciplines.
Blueprint tools and editor workflows that reduced manual content setup. Task planning and handovers with the Lead to maintain clear ownership. Code analysis to identify bugs and performance issues, working with programmers on fixes.
Game footage Official trailers & gameplay ▶ Play video
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