

Adam Bideau
Level / Combat Designer
About Me

Experienced level designer seeking a position that will continue to grow my skill set and advance my career. I am passionate about collaborating with a team to scaffold creative designs from the ground up using acquired knowledge and skillful digital architecture. In my free time I enjoy reading, sports, food, and video games.
As a child of the 90s, I watched as games evolved from pixel side-scrollers to polygonal online games, and as their technology and narratives evolved, my interest in how people made games grew. I wanted to know how everything worked. I started researching games on a foundational level. While somewhat antiquated today, video game modding caught my interest. Seeing how games function by way of altering their design.
Being from a small town in Kansas, access to resources and game design education was limited, but college opened doors for me to explore my potential. When it came time for grad school I decided to pursue my passions, and I am grateful for the opportunity to work in this industry.




Portfolio
Doom Eternal
Level/Combat Designer




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Designed and implemented gameplay spaces across 10+ production levels, integrating automaps, traversal tools, and encounter systems to improve player flow, reduce navigational friction, and support scalable gameplay pacing.
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Led end-to-end development of full game levels across multiple titles, designing combat arenas and scripting core gameplay features that enhanced player engagement, reinforced combat pacing, and aligned with overall design pillars.
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Designed and prototyped puzzles, scripted gameplay, and combat encounters in collaboration with cross-functional teams, resulting in cohesive gameplay systems that elevated moment-to-moment combat and overall player immersion.
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Mentored 3 junior content designers through hands-on guidance and feedback, accelerating their growth and increasing team-wide consistency and quality.