Argo was my first released project at Bohemia Interactive, alongside the Malden terrain for Arma 3. Several locations on Malden were chosen for PvP modes and developed based on specific metrics. Since Argo was originally designed for the e-sports community, we paid close attention to timing, access points, and game flow for each location.
I’ve always been passionate about level analytics, and the project lead gave me the opportunity to realize my vision. My efforts were successful, making Argo the first Bohemia Interactive game where level designers used heatmaps and other analytics data to enhance their levels.
Responsibilities

Level Design
Creating levels according to the design of a gamemode (three gamemodes in total), optimization.

Level Analytics
Pipeline creation, QGIS visualization, reports

Marketing media
Loading screens for additional maps, game modes and events.

Team leadership
Planning, map selection.
Locations

Cancon
My first ever professional level design work and under the guidance of Ivan Buchta, the mastermind of Arma terrains.

Airfield
The playable area is set on Malden’s airfield, which I also designed.

Dourdan
Dourdan, located near Houdan, was the second level I worked on for Argo.

Le Port
I took over Le Port at the concept stage and carried it through to the final version.

Houdan
The last level I designed for Argo was Houdan, located in central Malden.

Saint Louis
One of the largest towns on Everon, situated in a valley near the airfield.

Farm
A farm near Houdan village, specifically designed for Raid mode.

Argo was released on Steam on June 22, 2017, and it includes three different PvP modes and Coop mode.