

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
Doom Hunter Base
​
Studio: id Software
Role: Level Designer
Scope: Full campaign level ownership from blockout to ship.
• Owned full campaign level implementation from blockout to ship
• Designed arenas to introduce new AI while building narrative escalation toward the boss
• Preserved franchise identity through secrets and key-hunt progression
• Developed traversal mechanic prefab adopted across the game
• Integrated boss encounter cross-discipline
• Maintained 60 FPS via streaming and collision optimization
Arena Design
​
Designed combat spaces to introduce the new AI while supporting DOOM’s mobility-driven combat loop. Structured arenas with layered vertical spaces, traversal anchors, and recovery pockets to encourage constant movement. Iterated blockouts to balance enemy pressure with clear sightlines and player escape routes.

Blockout

Final
Systems Contribution
​
Designed and implemented a traversal mechanic to support vertical progression and combat routing within the level. Structured the system as a modular prefab, enabling reuse across multiple campaign levels. Collaborated with animation and engineering to ensure responsiveness, readability, and seamless integration into combat encounters.

In-Engine Scripting

Final
Optimization Stategy
​
Owned performance optimization for the level, maintaining a consistent 60 FPS target through streaming volume strategy and collision refinement. Designed streaming transitions to support combat flow without visible loading breaks. Partnered with art and engineering to balance visual fidelity, encounter density, and frame stability throughout development.

In-Engine Streaming Volume Setup
Final Sin
​​
Studio: id Software
Role: Level Designer
Scope: Full campaign level ownership from blockout to ship.
​
• Designed the final arena as a mastery test using the full AI roster against a fully powered player kit
• Built escalating high-density encounters culminating in the final boss while preserving combat clarity
• Directed environmental and cinematic beats to reinforce scale and tension
• Maintained performance during peak combat moments through streaming and collision refinement
• Owned checkpoint flow, final polish, and ship readiness
Arena Design
​
Built the final arena as a mastery test designed to leverage the full AI roster against a fully powered player kit. Structured layered vertical routes and re-engagement paths to sustain pressure without overwhelming readability. Tuned spatial flow to support extended high-density combat while preserving player agency.
Encounter Escalation
​
Structured the city approach to progressively increase encounter density and combat intensity leading into the final boss. Combined diverse enemy archetypes to require full use of the player’s combat toolkit. Checkpoint placement and encounter pacing were tuned to maintain momentum without fatigue during extended engagements.
Cinematic Framing
​
Directed environmental staging and in-level cinematics to reinforce scale and narrative finality. Orchestrated boss introduction moments to build anticipation through spatial reveal and combat anticipation. Integrated music timing, ambient systems, and traversal beats to maintain tension throughout the approach.


