PUBG Mobile x FOAD
This was a contract for Future Trash (FOAD) in collaboration with PUBG Studios to make a project on PUBG’s World of Wonder UGC platform. I worked with another level designer on the team to adapt the “Snipers vs Runners” game mode to the platform.
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Tools: PUBG World of Wonder
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Developed over 1 Month
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Level Design
Pre-Production

Gathering References
Before blocking out the level, I spent time studying Snipers vs Runners maps and other competitive shooters to understand how sightlines, pacing, and cover patterns drive tension. I wanted to know why certain layouts feel satisfying to push through and how small geometry shifts can completely change risk perception.
I focused on verticality and color-coded lanes to make the map instantly readable on mobile, even under pressure. This is my favorite stage, where creativity meets structure and the feel of the map starts to take shape before a single wall is placed.

Initial Floorplans
I started sketching simple top-down layouts with a three-lane setup that would feel natural inside PUBG’s grid system. The main lane became a high-stakes gauntlet with layered cover, the side alleys served as reset zones, and the sniper terrace cut across the map for controlled crossfire.
Each sketch focused on flow over symmetry because I wanted every run to feel like a real choice. Once the pacing felt right on paper, I brought it into the World of Wonder editor and adjusted spacing until the movement and tension felt just right.
Blockout Process

Spawn Areas
I designed the spawn areas to keep clear sightlines and instant player engagement, I wanted accessibility between both aggressive and defensive playstyles. Each sides spawn has multiple exit routes to prevent spawn camping, and I include the route to the side-area to emphasize verticality.

Center Area
The center of the level is designed to keep the action engaging. I tried to mix open sightlines and lots of cover to support tactical movement, and to encourage players to make strategic decisions using the cover to flank enemies or engage in close-quarters combat.

Snipers Nest
I positioned the snipers nest so it's closest line of sight is to the top floor of the obstacle course. It creates a natural difficulty curve for the runners, as their challenge ramps up alongside their vertical progress to balance tension and reward in the level.
Design Choices
Symmetrical Layout
We included a symmetrical layout while layering asymmetrical theming through props and markings to keep orientation clear and give consistent sniper angles without repetitive sightlines.
Layered Lanes
The runners are given repeating arches and columns to give opportunities for cover and line of sight breaks so runners get a shifting series of partial covers instead of large flat walls as cover.
Sightlines
The map uses pulsing sightlines so every exposure feels intentional, it sets a clear tempo runners can read and snipers can exploit to keep both sides engaged
Risk / Reward
Speed pads, bounce rings, and slim ramps add faster but exposed risk reward routes to tempt runners to gamble on time vs safety and let snipers predict and punish those choices.
Reset Pockets
Rset pockets break up the run to keep exposure windows short (with increasing intensity as runners progress). This gives runners hope while still giving snipers clean, skill based shots.
Visibility/Readability
I used clear signage, contrast, and FX to make the path instantly readable for new players while hiding optimizations for experts, to give runners clarity and snipers clear telegraphs.
Working With Tencent

We stayed in close communication with Tencent while working on this project, because PUBG Mobile's largest audience is in the Eastern market, it was important for us to align our design approach with regional player expectations, especially around pacing, readability, and clarity on mobile.
The feedback we got from Tencent played a key role in building the final experience. Their team gave great notes on what players respond to and helped us figure out how to tune difficulty, sightlines, and visual language for a global audience. Working with them was a valuable part of the process and directly influenced the final layout and moment to moment flow.


