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 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.

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.

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.

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.

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.
