Hi, I’m Max Disipio, Senior Level Designer with over 10 years of experience across AA and AAA games.
My work focuses on player flow, combat design, pacing, gameplay readability, and spatial design. I build levels from initial concept and blockout through iteration, polish, and final integration, with the goal of creating spaces that players can understand, feel, and remember.
I’m currently working at People Can Fly on Gears of War: E-Day, designing large-scale combat and narrative spaces in Unreal Engine 5.
My approach combines gameplay intention with spatial clarity. I use architectural and interior design literacy, including scale, circulation, spatial hierarchy, composition, and functional layout, to create spaces that feel believable, readable, and grounded when the experience calls for it.
Outside of studio work, I develop personal prototypes and design labs in UE5 and Godot to explore mechanics, spatial readability, stylized environments, and gameplay feel.