
Prime Rush
Prime Rush is a next-gen mobile shooter that blends the high-stakes survival of Battle Royale with the tactical depth of an extraction shooter. Set on the dynamic Mare map for & from Brazil, the game introduces a dual victory condition: players can win by being the last one standing or by successfully collecting and extracting the rare resource "Cosmium."
This project is currently in open beta. All assets, mechanics, and designs shown are work-in-progress and subject to change in the final global release.
Role: Lead Level Designer
Responsibility
Had the opportunity to lead a core team for creating a brand-new battle royale map tailored for the Brazilian and LATAM markets, delivering a hyper-octane, culturally rooted experience in under 12 months for open beta. This journey spanned hands-on level design from Indus Battle Royale to shaping map direction for Prime Rush and involved pitching high-level concepts to stakeholders while maintaining clear communication across internal and external teams.
Leadership & Production Ownership
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Collaborated directly with stakeholders to define the cultural identity of the map, ensuring Brazilian and LATAM players felt authentic representation through architectural, environmental, and thematic design anchors.
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Led a core team from ideation to open beta delivery, ensuring alignment on creative vision, timelines, and quality benchmarks throughout the production cycle.
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Partnered with an esports community to gather audience insights and player expectations; bridged the gap between the gaming community and the development team by conducting Knowledge Transfer (KT) sessions on game design decision-making processes.
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Authored foundational design documents, core pillars, and reference frameworks to enable faster onboarding and scaling for both internal and external team members.
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Owned production planning and managed review cycles, ensuring structured milestones were met without compromising on design quality.
Design, Technical & Operations
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Directed the macro and micro layout of the map, defining POI placement, traversal routes, loot density zones, and combat encounter pacing to support the game's dual-win mechanic (Battle Royale + Extraction).
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Collaborated with the art team to ensure level design intent translated accurately into final visual execution, maintaining both aesthetic fidelity and gameplay readability.
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Worked with the gameplay and systems teams to integrate hero abilities into the map's spatial design, supporting verticality, flanking paths, and power-position opportunities.
Leading a team while working with a partner externally really gave me insights about player behavior and psychology on a deeper level because we were learning from the best players in the world. While I didn't get to have a hands-on experience this time, seeing this world come alive is just a proud moment about the work a young team achieved in record breaking time.

Maré
Mare is a compact, high-intensity battle royale map set on a battleground within the world of Prime Rush, designed around a contemporary art style, the visual language that resonates most authentically with players in the Brazilian and LATAM regions.
The concept explores a world where the soul of Brazil,
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Favelas
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Coastlines
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Urban Density
Rather than recreating a single city or landmark, Mare deliberately blends recognizable elements across Brazil, from Rio's layered urban landscape to the raw density of street-level communities, to create a location that feels deeply familiar yet entirely on its own. The map's creative direction was shaped in collaboration with the LOUD esports community and Brazilian creators, who provided cultural insight and player expectation data throughout the development process. The community & players have evolved towards a compact, hyper-octane map built for shorter, faster & more adrenaline-fueled sessions. A map that doesn't ask for patience but rewards instinct, aggression, and momentum.
From a level design perspective, Mare was built to support a 1x1 km area for 32 players, a deliberately tight density that sustains constant action, minimizes downtime, and compresses the BR experience into focused 10-15 minute sessions.
All zones, POIs and levels were designed to provide,
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CQC
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Long-Range Combats
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Faster rotations & flow through addition of ziplines & launchers
Other than the BR mode, there is a TDM mode for rapid 2v2 sessions.
Mare Map: Extraction BR
Video Credits: Odin Lab
Favela: Mini TDM (2v2)
Video Credits: Prime Rush (egoist)
Reflecting its real-world inspiration, Favela is built on severe elevation changes. Players must constantly use the map's climbing and descending routes. This creates a chaotic, multi-layered combat environment where threats can appear from ground-level alleyways or rooftop vantage points simultaneously.