

Kevin van Schaijk
Level & Game Design
With a strong passion for film, TV, and above all, games, I've always wanted to play a part in creating engaging experiences. Specialized in Level Design, with a hand in Game Design and Level Art I love working with all the required disciplines to together create beautiful words, captivating stories and thrilling gameplay.
After graduating as a Game Architecture and Design student at BUAS - Breda university (previously known as NHTV), where I was able to work on GRIP - Combat Racing, I joined Dutch Indie studio KeokeN Interactive. I've been working on commercial projects in Unreal Engine for nearly a decade now, being part of 3 shipped titles. I'm currently looking for new opportunities! Please feel free to reach out!
"Deliver Us Mars is an atmospheric sci-fi adventure taking you on a suspense-fuelled, high-stakes mission to recover the ARK colony ships stolen by the mysterious Outward."
Genre: Narrative Driven, Third-Person, Action-Adventure, puzzle
Engine: Unreal Engine 4
Platforms: PC, Playstation 4, Playstation 5, Xbox One, Xbox Series S/X
Developed by: KeokeN Interactive, Published by: Frontier Foundry
Responsibilities
● Designing and creating blockouts inside UE4 for half of the levels in the game. ● Prototyping gameplay ideas, systems and scenarios. ● Implementing gameplay scenarios, scripted events and level logic using visual scripting (UE4 Blueprints) and available systems. ● Level streaming implementation, being mindful of PC and console performance and loading times. ● Full art passes and setdressing of the levels, evolving them from blockout to final form, working with the art director to concept and design several spaces and using modular kits created by our 3D environment artist(s). Mostly working with Quixel's Megascans for all outdoor environent art. ● Taking player guidance into consideration in level flow, lines of sight, lighting and art. ● Very close collaboration with other departments, being involved in design and implementation of gameplay scenarios and closely working with Narrative to ensure all story elements have a place and any gameplay scenarios or art assets are woven correctly into the narrative. ● Blocking and locking the Performance Capture (PCAP) areas early on with Narrative and Animation to ensure everything was ready and prepared before the MoCap shoots.
"Deliver Us The Moon is a Sci-Fi thriller set in an apocalyptic near future, where Earth's natural resources are depleted. A lone astronaut is sent to the moon on a critical mission to save humanity from extinction.
Genre: Narrative Driven Third-Person, Action-Adventure,
Engine: Unreal Engine 4
Platforms: PC, Playstation 4, Playstation 5, Xbox One, Xbox Series S/X, Nintendo Switch
Developed by: KeokeN Interactive, Published by: Wired Productions
● Full level design ownership and responsibility for various levels in the game. ● Designing and creating blockouts inside UE4. ● Prototyping gameplay ideas, systems and scenarios. ● Implementing gameplay scenarios, scripted events and level logic using visual scripting (UE4 Blueprints) and available systems. ● Full art passes and set dressing of the levels, evolving them from blockout to final form, working with the art team's modular kits and hero assets. ● Very close collaboration with other departments, being involved in design and implementation of gameplay scenarios and closely working with Narrative to ensure all story elements have a place and any gameplay scenarios or art assets are woven correctly into the narrative. ● Using the Unreal Engine Sequencer to create various cutscenes and cinematic gameplay events. ● Creating mock-ups, art assets and textures for the majority of the in-game UI. ● Recording, editing and creating promotional imagery, marketing materials, storefront images and trailers.
GRIP - Combat Racing (2016, Early Access)













GRIP - Combat Racing is a spiritual successor to Rollcage. An arcade racer where cars are able to drive on either side, racing across walls and ceilings. Weapons can be picked up and used against other drivers, creating high speed frantic action.
Genre: Arcade Racer, Combat Racing
Engine: Unreal Engine 4
Platforms (Early Access): PC
Developed by: Caged Element, Published by: Wired Entertainment
Responsibilities
Caged Element collaborated with Breda University (BUAS) to help develop GRIP before it released into Early access on Steam. This was a wonderful project to be able to work on as a student. ROLE: Level Design RESPONSIBILITIES: ● Modifying and improving some areas in existing tracks. ● Creating a playground free roam level that was part of the early access release, where players where able to test out their driving abilities and tricks in a skate-park like environment. ● Developing new race tracks from scratch. Designing fun areas and scenarios that utilize GRIPs unique abilities to drive across walls and ceilings. Using Unreal Engine 4's landscaping tools, blocking out and further developing the levels with available art assets and spline tools.
During my time at KeokeN we've also explored several different projects, creating prototypes and demos that were pitched to various publishers. I'd like to highlight these because they allowed us to explore different genres, with a stronger focus on gameplay, movement and combat and also gave me the opportunity to take the lead in Creative Direction and Game Design.
Genres: Hack and Slash, Action Adventure, Top-Down Shooter
Engine: Unreal Engine 4 & 5
Roles & Responsibilities
● Creative Direction and game Design for projects and demos in 2024 ● Level Design ● Gameplay prototyping, scripting and creating more polished demos that were pitched to potential publishers / investors. ● Combat Design, player abilities, enemy behaviour and combat encounters.
Castle Black - Chivalry Medieval Warfare map
(Personal project, 2015)

This personal project is a user created map in Chivalry Medieval Warfare SDK. The Chivalry SDK is a slightly limited version of UDK (Unreal Engine 3) that comes pre-packaged with most of Chivalry's art assets and allows users to release custom maps and content as DLC, through the Steam Workshop.
As a fan of both Chivalry and HBO's a Game of Thrones show I set out to make a faithful recreation of the show's Castle Black courtyard, turning it into a small FFA and Duel map. I created a couple of custom models for the buildings surrounding the courtyard, but was mostly able to use and repurpose all of the art assets available in the SDK.
Genre: Hack and Slash, PVP
Engine: Unreal Engine 3 (UDK) - Chivalry SDK
Chivalry is developed by Torn Banner studios, SDK available for users to create custom maps.











