• Shelter (2026)

    | Counter-Strike 2 |

    | Build time 20 months |

    | Released June 2026 |

    Shelter is a 5v5 hostage rescue level set in a fictionalized suburban animal shelter. Shelter prominently features rescuable Canine Hostages (Dogstages) that significantly refresh the rather plain visuals and interactivity offered by the default hostages in Counter-Strike's oldest gamemode.
    Shelter was developed with the following principles:
    • Fast-paced and balanced engagements that promote team-play
    • Area control and denial that rewards smart decision-making
    • Intuitive design, flow, and color coordination to aid player orientation
    • Superior visual attention to detail and application of relevant reference photography
    • Extensive use of custom materials, models, and audio to establish a unique and authentic experience

    Shelter's development took nearly two and a half years and its success is a testament to the persistent and unwavering faith I have in my abilities to produce exceptionally high-quality work, persevere through challenges, and remain focused regardless of the time required to uncompromisingly deliver on my creative vision.

    LEVEL OVERVIEW

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    slideshow preview

    HOSTAGE SHOWCASE AND DEVELOPER FLY-THROUGH

    ANIMATED WORK-IN-PROGRESS RENDERS

    MP4 Gallery
  • Storm Drain (2023)

    | Half-Life Alyx |

    | Build time 15 months |

    | Released February 2023 |

    Storm Drain is a polished hour-length level made in the style of the Half-Life: Alyx campaign. It introduces numerous unique puzzles and combat encounters designed from the ground-up for an immersive VR experience while focusing on:
    • Compact, but multi-purpose use of space
    • Guiding the player intuitively to goals with lighting and effects
    • Balanced pacing through varied combat and puzzles

    INTENSE VR COMBAT

    PUZZLES DESIGNED FOR VR

    INTERACTIVE OVERVIEW

    (Interact with viewer to zoom, pan, and advance slides)
  • MY DESIGN PROCESS

    1. Idea

    Establish the foundation of the gameplay experience. This can be a setting or a gameplay concept/hook.

    2. Reference

    Research and compile reference imagery which complements the setting.

    3. Prototype

    Prototype the concept or hook in test environments to ensure viability before incorporating it into the blockout.

    4. Blockout

    Define the playable space with attention to flow, scale, and framing. Consider the player's movement.

    5. Gameplay

    Establish the gameplay loops, puzzles, encounters, and other elements which the player will experience.

    6. Initial Details

    Establish fundamental details, basic materials, and lighting to guide the player. Focus on early readability.

    7. Playtesting

    Collect playtester feedback to assess the strengths and weaknesses of the level.

    8. Iterate

    Compile feedback and create a plan of action for addressing issues or concerns.

    9. Polish

    Expand upon visuals and audio to create a fully immersive environment. Optimize the level for solid performance.

    10. Playtesting

    Test, iterate, and polish cyclically until the level is shippable and all major concerns have been addressed.

    11. Release

    Collect additional player feedback and reflect upon challenges. Adapt my process to streamline future development.

    12. Support

    Fix bugs based upon severity. Address technical concerns or other issues.

  • Projects

    • Shelter (Counter-Strike 2)
    • Storm Drain (Half-Life: Alyx)

    Core Skills

    • Iterative and Intuitive single-player and multi-player level design with respect for scale, flow, and pacing
    • Environment art with focus on composition, lighting, and attention to detail
    • Ability to organize, evaluate, and apply playtester feedback
    • Advanced scripting and v-scripting

    General Skills

    • Hard surface modeling
    • Material creation
    • Basic rigging, skin weighting, and rigid body animation
    • Audio deisgn, production, composition, and performance

    Software

    • Source 2 (Hammer, ModelDoc, Material Editor, Particle Editor)
    • Source 1 (Hammer, Crowbar, VTF Edit)
    • Blender
    • 3DS Max
    • Photoshop & Gimp
    • Illustrator
    • Substance Painter
    • Substance Designer

    Public Sector Experience

    • Executive Policy Coordinator and Advisor (2024-Present)
    • Manager and Policy Writer (2021-2024)
    • Associate Policy Writer (2019-2021)
    • Policy Writer (2018-2019)

    Education

    • University of California, Berkeley. B.A. in International Relations (2017)
    • Saint Petersburg State University, Russia. Advanced Russian Language (2016)

    About me:

    Hello I'm Rostik Fomich! I am a level designer and artist who loves creating.
    From an early age, I have always had a fascination with creation. One day this fascination found GtkRadient and Source SDK. The rest is history.
    Over the years I have used this fascination to foster a robust set of level design and environment art skills. I am interested and experienced in creating both single player and multiplayer experiences. I am well-versed in level design and environment art and am capable of producing polished projects from start to finish. Lastly, I love to learn and always challenge myself to pick up new skills.
    I currently work as an Executive Policy Coordinator and Advisor in the public sector. It pays the bills, but doesn't quite tickle my creative urges the same way level design and environment art does. Despite this, my career has given me a wealth of experience collaborating and communicating with others and has helped me greatly in becoming a better communicator and team-member. These experiences have been very useful to me in my pursuits of level design and environment art and have allowed me to be a more effective designer.

    Why me?

    I am a nuanced and thoughtful designer and artist.
    I have excellent attention to detail and dedication in completing my projects.
    I work tirelessly to improve my skills, design process, and knowledge.
    I am an experienced collaborator and effective communicator.