KhestlockDesigns - Ian Kowalski
Hybrid Designer / World Builder

Firewall Zero Hour
Genre: First Person VR Shooter
Engine: Unreal 4
Tools: Unreal, Confluence, Jira, Adobe Photoshop
Studio: First Contact Entertainment
Role: Principal Level Design
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Optimized performance in shipped and DLC maps
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Refined combat spaces, sightlines, and traversal to ensure balanced gameplay
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Partnered with design, art, and engineering teams to resolve performance issues
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Implemented and tested fixes to meet strict framerate and memory targets
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Supported post-launch by maintaining and managing product entitlements through Sony's NPMT(Network Product Management Tool)
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Support fellow designers with their maps, performance, and creating mini-maps for all the shipped and DLC maps in congruence with the UI team
Goals
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Design and deliver a tight, close-quarters tactical map set within a multi-floor hotel environment.
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Shape vertical combat spaces using stairwells, balconies, and room-to-room sightlines to support methodical clearing.
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Emphasize sound cues, chokepoints, and interior readability to reinforce tactical pacing in VR.
HOTEL
Goals
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Design and deliver a medium-scale tactical map built around an enclosed training compound with multiple ingress points.
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Establish layered exterior-to-interior combat flow, supporting flanking, overwatch, and coordinated team pushes.
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Balance open courtyards and confined interiors to maintain tension and spatial awareness in VR engagements.
COMPOUND
Goals
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Design and deliver a tactical multiplayer map set within a fortified forward operating base.
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Shape long sightlines, defensive emplacements, and interior fallback routes to support coordinated team play.
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Emphasize cover density and clear lane structure to maintain readability across longer engagement distances in VR.
FOB
Goals
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Design and deliver a high-tension tactical map set within a secured embassy compound.
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Create distinct combat phases transitioning from exterior grounds to dense interior spaces.
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Use chokepoints, vertical sightlines, and controlled visibility to reinforce deliberate, tactical decision-making.
EMBASSY
Goals
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Own post-launch content setup for multiple DLC releases, managing SKU configuration and submission across platforms.
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Become a subject-matter expert in Sony’s proprietary NPMT tooling, ensuring accurate builds, metadata, and release pipelines.
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Coordinate closely with Sony Third Party to validate SKUs, resolve submission issues, and meet certification requirements.
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Train and onboard external teams, including developers at Insomniac Games, on effective use of the NPMT system.
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Serve as a cross-studio point of contact for platform compliance, release workflows, and post-launch operations.



































