Can you tell us a bit about yourself?
My name is Matthew Lefevere and I'm currently a level designer and scripter at Madfinger Games. I was born and raised in the Northern Virginia suburbs outside of Washington, D.C. where I lived for over 20 years. My passion is to travel and meet people from all over the world, learning about different cultures and perspectives. I'm also a lifelong musician, studying piano and guitar from a young age, and classically trained in percussion at the prestigious Cleveland Institute of Music.
What made you move to the Czech Republic? How do you like it so far?
After traveling to Europe several times, I decided that I wanted to get out of my bubble in the USA and live here, so when the opportunity came along I couldn't pass it up. The Czech Republic is the perfect home base due to its central location, and it's affordable as well. So far I love it here; Brno is a beautiful and energetic city with plenty to offer. Since it's a university town, there are plenty of young people to meet, lots of great pubs and restaurants, and several other countries nearby to explore on the weekends. The Madfinger team has made the moving process easier, and I've met some great people here.
What other games have you worked on in the past?
I spent the last three years working on Killing Floor 2, creating the first two maps in the game and helping to design many others. I also made the Objective Mode maps for the original Killing Floor, and worked on an ambitious game called Angels Fall First when I was starting out as a level designer.
You are a level designer... What is the biggest challenge when designing a level for Shadowgun Legends?
I'm just getting familiar with the project, which is sort of like jumping on a moving train, so that's a challenge in and of itself. Most of my experience is with PC games, but I'm actually finding a lot of similarities in how I design levels for both platforms. For example, PC and mobile users have a variety of devices with different technical constraints, so my experience with designing PC levels for different graphics specs is still relevant here. It's also important to design levels for maximum replay value. You can plan for this early in the project life cycle by designing your levels to support multiple game types, enemy types, and objectives.
Players have been asking about the size of one standard level. Can you tell us a bit more about this?
That's still a work in progress, so unfortunately I can't confirm anything yet. But rest assured that we have a talented team of designers that know plenty of tricks to maximize the size of the game world within our budget.
What do you think about the project so far?
It's certainly an ambitious project, and I'm excited to see where it goes from here. We still have a good amount of work ahead of us, but everyone is focused on bringing the best game possible to our fans.