Assassin’s Creed: Origins – The Curse of The Pharaohs DLC – Ubisoft

Quest Design | Commercial Title | In-Production | To be Released

I am currently working as a quest designer for the upcoming Assassin’s Creed: Origins DLC “The Curse of the Pharaohs”. In collaboration with the writer and creative directors, I am responsible for a significant part of the Main Path quest content. My duties include the creation of comprehensive quest design documentation, as well working on and overseeing the execution of its vision.

Responsibilities: Quest Design, Game Logic Scripting, Encounter Placement, Narrative Design. Tools: Proprietary Tools.

Assassin’s Creed: Origins – Ubisoft

World & Quest Design | Commercial Title | 1 year | 2016 – 2017 | Metacritic – 85

During my initial period in the production team of AC: Origins, I worked as a world designer. My resposibilities included designing the road networks of the Kyrenaika region as well as various aspects of the living world for that territory.

Later on, I became part of the Quest Design Team, and was responsible for the development of the following side quests: The Flea of Cyrene, Carpe Diem, Halo of the Huntress.

Responsibilities: World Design, Quest Design, Game Logic Scripting, Encounter Placement, Living World. Tools: Proprietary Tools.

Horizon Zero Dawn – Guerrilla Games

World Design | Commercial Title | 5 months | 2015 – 2016 | Metacritic – 89

During my internship at the World Team of Horizon Zero Dawn, I was working on the random encounters system of the game. My duties included the design and scripting of both combat and non–combat encounters. Furthermore, I was tasked with their placement on the world map and ensuring a balanced experience, whilst not colliding with quests and other open–world activities. The game was released in 2017 to critical acclaim.

Responsibilities: World Design, Game Logic Scripting, Encounter Placement, Encounter Set-up. Tools: Proprietary Tools, Maya.

Victor Vran: Overkill Edition – Haemimont Games

Level Design | Commercial Title | 2 months | 2015 | Metacritic – 79

I joined Haemimont Games just before the release of Victor Vran. For the brief period at the studio I managed to create a level for the upcoming Overkill expansion. I was given a theme from the design team and had to take the level from concept block-out to the actual dressing and lighting passes. The Bedeviled Vault got released with the expansion, and can be viewed here.

Responsibilities: Level Design. Tools: Proprietary Tools, Photoshop.


Game & Level Design, Animation | Game Jam | 48 hours | 2017 | GGJ Audience Award – Breda

Crest is a two player co–op game revolving around the theme of “waves”. The gameplay is tied to the concept of “tension and release”: periodically, there is a deadly impact, which the players survive by embracing, while dispersing allows them to solve the puzzles ahead. Done in 48 hours, the game won the audience award at the Breda Global Game Jam location.

Responsibilities: Level Design, Mechanics Design, Modeling, Rigging, Animation. Tools: Unity, Maya, Photoshop.

Switch up!

Level Design | Game Jam | 48 hours | 2015 |

Switch up! is a fast paced 4–player action game done in 48 hours for the Global Game Jam 2015. The game reached the semi–finals for the Breda location and is surprisingly polished given the available time. The gameplay is incredibly volatile due to its ever changing rules. Every 45 seconds players have new teams and weapons to fight with. The project was received exceptionally well by the game community in Breda and future development is planned.

Responsibilities: Level Design, Mechanics Design, Particle Effects, 3D Modeling, Texturing. Tools: Unity, Maya, 3D–Coat, Photoshop.

Temple of Time

Level Design | Team Project | 3 months | 2013 |

The original assignment required a fully functional 4–player Deathmatch level for Unreal. My whitebox was chosen among 40 other levels for continued development by an art team with the goal of creating an industry standard product. The final version was presented to representatives of Guerrilla Games.

Responsibilities: Level Design, Lighting, Balancing, 3D Modeling. Tools: UDK3, Maya, Sony Vegas.

Buster's Bubbling Brewery

Level Design | Personal | 3 weeks | 2014 |

The level is a substitute for the 3rd level of the iconic “Banjo–Kazooie” for the N64. It is tailored according to the conventions of the original game, including movement metrics, level scale, pick-up placement logic, modeling style.

Responsibilities: Level Design, Boss Mechanics Design, 3D modeling, Texturing. Tools: Maya, Photoshop, KeyShot.

Taj Mahal

3D Modeling | Personal | 3 days | 2014

During my summer internship at XS Software I was tasked with the creation of concept 3D assets. Those included the wonders of the world for their new game.

Responsibilities: 3D Modeling, Rendering. Tools: Maya, KeyShot.

Hanging Gardens of Babylon

3D Modeling | Personal | 3 days | 2014

The Hanging Gardens of Babylon were an interesting challenge at XS Software, as there are no real life references for this particular wonder. It became an interpretation which the studio adopted.

Responsibilities: 3D Modeling, Rendering. Tools: Maya, KeyShot.

Anatomy Study 1

3D Sculpt | Personal | 5 days | 2014

This is one of my latest attempts for an anatomically correct study.

Responsibilities: 3D Sculpting, Anatomy Study. Tools: 3D–Coat, KeyShot.

Pillar Concept

3D Sculpt | Personal | 3 days | 2014

I’m currently developing a first–person puzzle game where I’m the sole artist. This is a retopologised version of a pillar concept that’s going to be in the final game.

Responsibilities: 3D Sculpting, Retopology. Tools: 3D–Coat, KeyShot.

Hello, my name is Ilia! I’m a Bulgarian game & level designer currently based in Sofia, Bulgaria.

I have more than two years of experience developing large AAA titles such as Assassin’s Creed: Origins and Horizon: Zero Dawn, however I’m no stranger to creating smaller and more focused experiences.

Video games entered my life since very early childhood thanks to my older brother. This made the choice to turn my passion into a future craft only natural. As consequence, I enrolled in the Design and Production program of NHTV Breda University of Applied Sciences, and found the place to hone the skills required to enter the industry at its highest level.

The time away from game development I like dedicating to the creation of 3D art and playing the saxophone. Furthermore, I enjoy sports, cooking, dancing, and the occasional beers outside in the sunlight.