HIMINBJÖRG
Multiplayer Level ● Unreal Engine 5.7
About
Mythbound is a competitive multiplayer arena brawler set in an alternate modern-day Norway where Norse mythology is real. Players combine fast movement, melee combat, and godly abilities in high-speed PvP battles.
Details
Genre: Multiplayer Arena Brawler
Role: Level Designer
Platform: Windows PC (Steam)
Engine: Unreal Engine 5.7
Development: Oct. 2025–Present
Key Responsibilities
Solely designed and built Himinbjörg from blockout through final implementation
Designed and iterated the level’s layout, traversal, combat spaces, and player flow
Solely set dressed and polished the entire Himinbjörg environment using available project assets
Led weekly multiplayer playtests with up to 50 players
Built gameplay systems in UE5 Blueprints, including Mythbound’s pickup system
Led game-wide optimization, improving performance from roughly 45 FPS to 120+ FPS on target hardware
Game Trailer
Full Match Gameplay
Level Layout
Himinbjörg originally started as Asgard, when Mythbound was much more focused on movement. My original idea was to build the level around parkour, island hopping, and moving between separated pieces of terrain.
As the game evolved, we moved away from making movement the main focus. Limited environment art resources also meant reusing more assets from Midgard, so I transitioned the level into Himinbjörg and reworked it into a more grounded arena.
One idea stayed consistent throughout every version: a large castle at the center of the map.
Iteration
Asgard → Himinbjörg
→
Himinbjörg was originally designed around three teams approaching the central castle from different sides. When Mythbound shifted from 3v3v3 to 4v4, that layout no longer made sense.
I reworked the map around two opposing teams, simplifying routes and changing how players moved through the exterior so encounters were easier to read and the arena better supported the new team structure.
3 vs 3 vs 3 → 4 vs 4
→
Heimdall’’s Castle Interior
Iteration #1
Blocked out the circular hall, entrance, raised platform, ceiling opening, and overall scale.
Iteration #2
Established the central statue as the main focal point and added the columns, stairs, banners, and first lighting pass.
Iteration #3
Replaced the blockout with final architecture, refined the statue platform, and pushed the lighting and atmosphere.
Reference Board
Performance & Optimization
I led the game-wide level optimization on Mythbound, using Unreal Insights, optimizing our lighting + textures, and using in-engine profiling tools to identify CPU/GPU bottlenecks and improve performance from roughly 45 FPS to 120+ FPS on target hardware.
Step 1: Unreal Insights
Profiling Mythbound in Unreal Insights to identify expensive frame-time spikes and performance bottlenecks.
Simplified expensive lighting setups and helped drive the decision to disable Lumen and Nanite.
Optimized LODs across environment assets.
Reduced unnecessary texture resolution and memory usage.
Tuned cull distances to avoid rendering unnecessary objects.
Simplified collision where high-detail collision was unnecessary.
Reduced draw calls by identifying and optimizing expensive scene content.
Step 2: Optimize Rendering
Re-tested on target hardware to verify performance gains while preserving the intended visual quality and gameplay experience.