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Kathryn Ollmann

About

 

    I'm a self-taught Level Designer whose passion for creating memorable player experiences has been shaped through years of hands-on experimentation, independent study, and building within the UGC community. My career has since grown into professional development, including collaborating with Halo Studios (prev. 343 industries) to ship a ranked multiplayer matchmaking map for Halo Infinite. The map was integrated into the live game and selected for competition in the Halo Championship Series (HCS) main stage, where it became part of professional tournament play.

    Alongside my experience collaborating with a AAA company, I've worked with indie teams developing projects in Unreal Engine 5, contributing to gameplay spaces from early blockouts through iteration and polish. Working in smaller teams has strengthened my ability to take on multiple roles, communicate across disciplines, rapidly learn new workflows, and solve problems creatively while keeping production moving forward.

    I enjoy tackling complex design challenges and finding solutions that serve both players and developers. I'm naturally curious, quick to learn unfamiliar tools and pipelines, and enjoy exploring unconventional ideas before refining them into practical, production-ready solutions.

    Just as important to me is the team behind the game. I believe positive collaboration leads to better work, and I strive to bring enthusiasm, clear communication, and a good sense of humor to every project. Whether I'm brainstorming with teammates, iterating on feedback, or navigating difficult production challenges, I aim to be someone who not only improves the game but also contributes to an enjoyable and supportive development environment.

Level Designer

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