Marius Voicu

Lead Level & Quest Designer
Technical Director, Design

16⁺ Years of Experience in AAA Game Development

About Me

About Me

Marius Voicu

16⁺ years of experience in game development and a proven track record of launching successful AAA franchises.

Lead Level & Quest Designer

Technical Director, Design

Marius Voicu

   I am a Game Developer, with 16⁺ years of experience in AAA Game development and a proven track record of successfully launching 10⁺ AAA games. Motivated by the process of prototyping, embracing failure, learning from it, and the overall journey of creation.

   My experience ranges from platforming, on-rails and cinematic sequences, mission design, open-world environment design to the use of procedural systems to create immersive and engaging gameplay. I’ve contributed to a diverse range of games, including arcade flight sims, platformers, story-driven experiences, and open-world RPGs featuring systemic and procedural gameplay systems.

  • Bucharest, RO Remote preferred or Hybrid, Also available for relocation

   In my role as Lead and Hiring Manager for the Level Design team, I focused on recruiting top talent to meet project demands while enhancing team efficiency by aligning tasks with individual strengths and providing feedback on both design and technical skills. I ensured adherence to the project’s design and technical vision, minimizing friction and facilitating smooth production. By streamlining collaboration across narrative, quest, and art departments through effective communication pipelines, I worked closely with producers to develop timelines that achieved key milestones. Additionally, I established quality benchmarks with leads and directors to ensure consistent progress evaluation and conducted review sessions to drive iterative improvements.

   As Technical Director, I played a crucial role in the growth and development of the Level Design, Game Design, and Associate Technical Directors teams, enhancing design and technical skills through training on project-specific tools, pipelines, and workflows. I directed and validated the creation of gameplay assets, upholding high-quality standards and performance throughout development. By designing, prototyping, and maintaining game systems, assets, and features from concept to AAA quality, I streamlined production with efficient validation pipelines and scripts. I developed clear timelines with producers, established technical benchmarks with leads and directors, and assessed risks to ensure uninterrupted development. Additionally, I automated processes and visualized key metrics through Git workflows, enhancing efficiency and transparency across projects.

   Developed a WPF-based personal project with back-end support, auto-update and secure features like code signing and obfuscation (redefined.ro/?ManageR). Experienced in Linux web development, managing self-hosted nginx servers, and creating automated Python and PHP scrapers (redefined.ro/?Quests).

My Resume

My Resume

Lead Level & Quest, Design

05/2023Present Ubisoft, Bucharest, RO
  • Key role in the hiring process, as hiring manager for the level design team, identifying and recruiting talented designers to meet project demands and strengthen the studio’s creative capabilities
  • Optimized team efficiency by assigning tasks based on individual strengths and preferences, resulting in improved outcomes
  • Grew team by providing actionable feedback on both design and technical skills, promoting continuous development and increased velocity
  • Ensured the team maintained alignment with the project design and technical direction throughout production, decreasing friction and frustration
  • Streamlined collaboration between narrative, level design, quest design and level art teams, with pipelines ment to enhance communication and workflow clarity across departments
  • Coordinated with co-development teams to ensure unified direction and alignment on project goals, across multiple sites, with regular communications and updates
  • Developed clear production timelines in collaboration with producers, ensuring deadlines were met and project milestones achieved
  • Defined and implemented quality standards in collaboration with leads and directors, to define quality benchmarks, enabling consistent evaluation of production progress
  • Facilitated review sessions to gather constructive feedback from directors, driving iterative improvements throughout the development process

Star Wars: Outlaws

2022Present
  • Managed a multidisciplinary team of 9 professionals, ranging from Narrative and Quest Design to Level Design, with varying levels of seniority from Junior to Senior, ensuring effective collaboration and skill development across the board
  • Mitigated risks associated with tight deadlines and shifting direction, ensuring minimal impact on production and team morale
  • Successfully led the team through key milestones, resulting in the successful launch of 5 campaign missions across 2 planets

Technical Director, Design

02/2017 – 05/2023 Ubisoft, Bucharest, RO
  • Played a pivotal role in the growth and development of the Level Design, Game Design, and Associate Technical Directors teams, enhancing both design and technical skills
  • Trained designers on project-specific tools, pipelines, validation gates and requirements, ensuring a strong understanding of technical processes and workflows, leading to increased team velocity and overall quality and performance.
  • Directed and validated the creation and implementation of gameplay assets throughout development, ensuring high standards of quality, performance, and overall project health
  • Designed, prototyped and maintained game systems, assets, maps, and features from concept to final AAA quality, utilizing structured processes and validation gates to ensure polish and functionality throughout development
  • Developed and maintained validation pipelines and scripts for efficient gameplay asset creation and implementation, streamlining the production workflow
  • Developed clear production timelines in collaboration with producers, ensuring minimal impact on performance and quality while successfully achieving project milestones
  • Defined and implemented technical quality and performance benchmarks and gates, in collaboration with leads and directors, maintaining product functionality and overall quality
  • Assessed technical risks and developed mitigation plans for production and game direction changes, ensuring continuous functionality and uninterrupted development throughout the project lifecycle
  • Prepared, adapted, and maintained various tools and methods used in the design process, ensuring they remained effective and up-to-date throughout the production cycle to support seamless development and design consistency
  • Acted as a key contributor in implementing project tools, automating processes, and visualizing key metrics through Git workflows, enhancing development efficiency and providing clear insights into project progress

Star Wars: Outlaws

20222023
  • Developed engaging game modes that enhance player experience and retention
  • Led the creation, support, and maintenance of various tools and features to streamline the development process
  • Produced gameplay ingredients to a playable quality status, ensuring a polished and enjoyable gaming experience
  • Directed, validated and produced high-quality gameplay ingredients for the game, establishing implementation rules, validations and streamlined asset integration
  • Developed and maintained various game modes, ingredients and maps, establishing implementation pipelines and validation timelines for the levels of quality standards throughout the production process
  • Oversaw and developed systems for spawn points, game area design, and ingredient placement and balancing, optimizing gameplay flow and player experience
  • Led the creation, support, and maintenance of multiple tools and features to enhance game development efficiency
Tom Clancy's Ghost Recon® BREAKPOINT
20182019
  • Integration within the main game with minimum impact on performance and maximum creation freedom on game areas and ingredients placement
  • PvP - game modes and maps - features and gameplay creation, validation and maintenance
WATCH DOGS LEGION
20172018
  • Features and gameplay creation and maintenance on all World Activities systems, documentation and implementation by Level Designers
WATCH DOGS 2
20142017
  • Features and gameplay creation and maintenance on all World Activities systems, documentation and implementation by Level Designers

Level Designer, Design

09/2009 – 02/2017 Ubisoft, Bucharest, RO
  • Designed and implemented missions within the game’s universe and story, while assuring an overall memorable game experience and cohesion within the entire game at AAA standards.
  • Implemented and tuned gameplay, mission dialogues, soundtracks and cinematic for each mission to create an immersive gaming experience.
  • Created and Polished gameplay spaces and worlds based on the game’s universe and necessities.
WATCH DOGS
20132014
  • Campaign Mission – BAIT - Concept and Presentation, Implementation, Playtests, Feedback
  • Side Missions – Driving - Concept Stage and FPP, Implementation, Feedback
Assassin’s Creed franchise
20122013
  • AC IV - Multiplayer Maps - Concept and Presentation, Implementation, Playtests, Feedback
  • AC III - DLC - Multiplayer Maps - Retakes and Wolf Pack game mode implementation
ZOMBIU
20102012
  • Multiplayer Game modes: world design and owner on game mode systems, direction and implementation
  • Main Campaign - Polishing and Debugging (detached in Ubisoft Montpellier, France)
The Adventures of Tintin: The Game
20102011
  • Exotic gameplay Campaign missions, Challenge modes - visual scripting, world design and cinematic (detached in Ubisoft Montpellier, France)
Tom Clancy's H.A.W.X 2
20102010
  • Several Campaign missions and Challenge modes - visual scripting missions and world design

Game Designer / Lead Tester / Tester

01/2005 – 09/2009 Advanced Mobile Applications, Bucharest, RO
  • Designing, managing and maintaining lifestyle mobile application and games
  • Designing and implementing test plans and workflow for the testing team
  • Providing feedback and reports to upper management about the team, while implementing the global general decisions on the ongoing projects
Extra Proficiencies

Extra Proficiencies

Web dev, Web UI, Linux
Web development on Linux, managing self-hosted Nginx servers on both VPS and Raspberry Pi, utilizing PHP, HTML, CSS, and Ansible scripting. Also developed Python and PHP-based scrapers automated with cron jobs.

C#, WPF UI, Python, coding
Developed and maintained a personal project from scratch using WPF, featuring back-end data support, auto-update functionality, and secured with code signing and obfuscation for enhanced protection.

Game dev
Experienced with a wide range of game engines, both in-house and publicly available, and have created and conducted training sessions for several of them.