Kevin Maginnis

Artist | Level Designer | World Builder

With over 20 years of experience, I’ve helped shape iconic game worlds across franchises such as Dungeons & Dragons, Lord of the Rings, EverQuest, and World of Warcraft.

I bring experience across multiple genres and platforms—from low-poly RTS titles to next-gen FPS games. With a background in art, world building, and level design, I thrive in cross-disciplinary collaboration and contribute as a versatile, team-focused developer.

EXPERIENCE

Squanch Games

Senior Level Designer II

August 2023  - PRESENT

Unannounced Game (Multi-Platform FPS)

At Squanch Games, I serve as a Senior Level Designer II. Emphasizing creativity and effective team communication. My duties include:

  • Bridging the gap between Art and Level Design

  • Collaborating closely with Directors and Writers

  • Establishing shape language and visual flow of levels

  • Maintaining metrics and playtesting, organizing master file

  • Collaborating with Content and Combat Designers for engaging gameplay

  • Managing design documentation and pitches

  • Creating and organizing  block out assets

  • Problem solving and mentoring Junior Developers

First Contact Entertainment

Senior Environment Artist

January 2023  - August 2023

Firewall Ultra (Multiplayer PSVR2 Shooter)


During my time at First Contact, I had diverse responsibilities, including:

  • Collaborating with the Level Design team to develop and plan new levels

  • Concept Art, modeling and texturing for props and environments

  • Performance testing and problem solving

  • Constructing levels within Unreal Engine

Darkpaw Games

World Builder / Environment Artist

February 2021  - December 2022

Everquest (Massive Multiplayer PC Game)

In my role as an World Builder / Environment Artist, I was responsible for:

  •  Collaboration with design team to enhance gameplay and visual appeal

  • Independently managing stages of zone creation, from visual development blockouts to final art and performance testing

  • Crafting detailed props, icons, special event items, and player weapons

Blizzard Entertainment

Senior 3d Artist

August 2005  - December 2015

World of Warcraft (Massive Multiplayer PC Game)

During my tenure at Blizzard, I undertook diverse creative roles across Character Art, Props, Dungeons, and World Art. My responsibilities encompassed:

  • Concept creation, modeling, texturing, occasional animations and particle effects

  • Leadership in designing the first player-driven vehicles

  • Support for the in-game cinematics team through paintovers and feedback

  • Collaboration across multiple departments to maintain aesthetics, performance and gameplay

  • Mentorship of junior employees to aid in their skill development and team integration

Turbine Inc.

3d Artist

July 2004  -  July 2005

Lord of the Rings Online / D&D Online  (Massive Multiplayer PC Games)

While developing MMO’s for two prominent fantasy IP’s, my focus was on creating assets that remained faithful to their established styles.  This involved:

  • Contributing to architectural and prop design

  • Creating various in-game creatures

  • Modeling and Texturing

Realm Interactive

Concept / Texture Artist

January 2000  -  July 2003

Trade Wars : Dark Millenium / Exarch  (Online PC RTS / Online PC RPG)

As one of the first hires of Realm Interactive, I worked across multiple disciplines, including:

  • Creating Concepts for Player Races, Creatures and Vehicles

  • Texturing & Creating Tilesets

SKILLS

    • Concept Design

    • Visual Development

    • Modeling

    • Texturing

    • Material Creation

    • Terrain Sculpting

    • Level Art

    • Lighting

    • Particle Effects

    • Level Design

    • World Building

    • Documentation

    • Puzzle Development

    • Combat Encounters

    • Playtesting

    • Map Design

    • Metrics Tuning

    • Blueprint Scripting

    • Mentorship

    • Problem Solving

    • Advocation

    • Quality of Life

    • Tool Requests

    • Broad Overview of Project

    • Cross Team Collaboration

SOFTWARE

Unreal Engine 5.5

Adobe Photoshop

Adobe Substance

Maya

3ds Max

Unreal Game Sync

Perforce

Alienbrain

Jira

Confluence

Miro Boards