
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
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Concept Design
Visual Development
Modeling
Texturing
Material Creation
Terrain Sculpting
Level Art
Lighting
Particle Effects
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Level Design
World Building
Documentation
Puzzle Development
Combat Encounters
Playtesting
Map Design
Metrics Tuning
Blueprint Scripting
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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