Minecraft Console Edition

Licensed worlds and competitive mini-games.

I designed large-scale licensed worlds, competitive Battle maps and Glide racing courses for Minecraft: Console Edition, translating recognisable IP into detailed, readable and rewarding spaces.

RoleLevel Builder & Designer

Studio4J Studios

Time on projectAug 2016 – May 2017

PlatformsXbox, PlayStation & Wii U

TeamApprox. 20-person team

FocusWorlds, Battle & Glide

Game overview

Minecraft: Console Edition brought Minecraft’s open-ended building and survival experience to console audiences. At 4J Studios, I worked as part of an approximately 20-person team across licensed mash-up packs, tutorial-world content and competitive mini-games, turning established IP and ambitious creative briefs into polished Minecraft spaces.

Responsibilities

  • Designed and built large-scale licensed mash-up worlds for IP including Fallout and Adventure Time, translating recognisable locations, landmarks and atmosphere into Minecraft’s block-based visual language.
  • Worked closely with designers, artists and production while meeting licensor requirements, reviewing source material and iterating so each world felt authentic within platform, schedule and quality constraints.
  • Constructed enormous, highly detailed environments from the ground up, using proportion, silhouette, texture, colour and landmark placement to mirror the original games while remaining clear and rewarding to explore.
  • Owned key areas including Fallout’s Institute and Adventure Time’s Candy Kingdom, solving level-design problems and carrying spaces from early blockout through polish and QA.
  • Designed competitive Battle maps and Glide racing courses, balancing routes, spawn points, shortcuts, interactive elements and difficulty for different player counts and skill levels.
  • Playtested and completed QA across content, identifying escape routes, stuck points and bugs before iterating with the wider team to deliver polished releases.
Fallout logo

Fallout Mash-Up Pack

Working with the team, I recreated recognisable Fallout spaces within Minecraft’s constraints. I took ownership of specific areas and used complementary textures, colour, landmarks and route structure to retain the source fantasy while supporting clear navigation.

  • Built Fallout-themed adventure areas and features from the ground up.
  • Worked from reference material to translate the world into Minecraft’s block-based visual language.
  • Iterated with designers, artists and QA to deliver polished spaces to schedule.
Minecraft Console Edition logo

Holiday Update tutorial world

I created large areas and features for the Holiday Update’s tutorial world, balancing visual spectacle with a clear onboarding and exploration journey.

  • Designed and built areas with the wider design and art team toward a shared deadline.
  • Used landmarks, layout and player flow to support teaching and discovery.
  • Playtested and resolved bugs, stuck points and unintended escape routes.
Minecraft Battle mini-game logo

Battle mini-game

I helped create three Fallout-themed Battle maps—Capitol, Libertalia and Atomics Galleria—with the greatest ownership over Atomics Galleria.

  • Adapted recognisable Fallout spaces for competitive multiplayer balance.
  • Created map versions for smaller and larger groups, refining spawn points and routes.
  • Placed chests, traps and interactable elements including buttons, bombs, lights, trip wires and archer towers.
  • Playtested and completed QA to improve clarity, fairness and replayability.
Minecraft Glide mini-game logo

Glide mini-game

I helped design four Glide courses—Cavern, Dragon, Kraken and Yeti—with the greatest ownership over Yeti.

  • Planned routes on paper before building and iterating them in-game.
  • Created easy, medium and hard routes with shortcuts and risk-reward choices.
  • Placed rings, thermals and speed boosts to shape flow, pacing and mastery.
  • Playtested and completed QA across courses to support fair competition.
Minecraft Adventure Time Mash-Up Pack logo

Adventure Time Mash-Up Pack

I designed and built areas inspired by the Adventure Time IP, with the Candy Kingdom as my main focus. I used spatial composition and texture choices to make recognisable locations work as explorable Minecraft spaces.

  • Translated established locations into a coherent block-built world.
  • Balanced visual accuracy with navigation, discovery and playability.
  • Playtested and completed QA to ensure the areas were stable and polished.

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