Serious Sam 4
Role: Level Designer, Environment Artist, QA & Optimization Support
After shipping Serious Sam VR, I transitioned to Serious Sam 4, where I focused primarily on:
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Level layout design
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Environment creation
For example, in the "Death From Above" level, I was responsible for designing and building the majority of the architectural elements, defining spatial rhythm, combat pacing, and visual composition. These assets were built to be modular and performant, supporting rapid iteration while maintaining consistency across the level.
In parallel with my design and art duties, I also supported:
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Optimization work for legacy titles being ported to VR
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QA testing for The Talos Principle VR, where we had to ensure visual fidelity and performance across headsets
This period gave me a broader understanding of what it takes to maintain and optimize large scale systems, including balancing memory budgets and debugging legacy systems.
While my core contribution was in level and asset design, I regularly moved between QA, optimization, and support roles depending on what the team needed.
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