Experience

tyler h.
LEAD TECHNICAL GAME DESIGNER

Experience

I’m Tyler, a Lead Technical Game Designer with 15 years in games. I specialize in Level Design and World Building, with experience in Game Design, UX/UI and Systems. I excel using Unreal Engine, and have experience in others.

LET’S WORK TOGETHER

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01 / CAREER TIMELINE

Career

01 / July 2025 – September 2026

Redly Games

Sr. Technical Designer
Redly Games logo over a mountainous landscape

Unannounced project

Unreal Engine 5Gameplay prototypingAI-tooling

Technical design on an unannounced Unreal 5 game, covering gameplay mechanics, world building, and procedural level generation.

  • Designed and rapidly prototyped gameplay mechanics.
  • Built a procedural level generator.
  • Established generative AI workflows used by the team.
  • Contributed to UI implementation and visual direction.
02 / Jan – May 2025

Independent Development

Solo developer
Tyler H — Independent Development, white lettering with pink accents on a dark background

Outlook: Not So Good

Unreal Engine 5Personal project

Developed an FPS strategy survival hybrid to deepen my Unreal Engine expertise, with the goal of self-publishing.

Redly approached me during development. I secured the role in May 2025 and took a break before joining in July.

View the project in the Lab ↗
03 / Aug 2023 – Dec 2024

Torn Banner Studios

Sr. Level Designer
No More Room in Hell 2

No More Room in Hell 2

Unreal Engine 5PC · Early Access

Designed levels and gameplay content for the PC Early Access launch.

  • Developed maps, areas, and points of interest from whitebox to final.
  • Designed gameplay objects, mission structure, and encounters.
  • Contributed level art and lighting passes.
  • Mentored developers on Unreal 4 and 5 workflows.
View on Steam ↗
04 / 2020 – 2023

The Beans Team

Lead Level Designer
The Beans Team

Unannounced project

Unreal Engine 5Team leadership

Managed Level Design team and contributed to Gameplay Design.

  • Prototyped Level Blockouts.
  • Prototyped Gameplay Mechanics.
  • Implemented Gameplay Features.
  • Assisted with AI Design & Implementation.
  • Assisted with Level Lighting and Visuals
05 / 2017 – 2020

Ubisoft Toronto

Expert Level Designer
Starlink: Battle for AtlasFar Cry 6

Starlink: Battle for Atlas · Far Cry 6

PC & consoleMission design

Expert Level Designer, delivered the Act Structure Content for Starlink: Battle for Atlas, and assisted with World Building and Generation in Snowdrop. Mission Design on Far Cry 6.

  • Implemented Starlink’s main campaign and Star Fox DLC.
  • Designed and scripted missions for Far Cry 6.
  • Built encounters and scripted world logic.
Starlink on Ubisoft ↗Far Cry 6 on Steam ↗
06 / 2016 – 2017

Blue Isle Studios

Technical Level Designer
Citadel: Forged with FireValley promotional artwork

Citadel: Forged with Fire · Valley

PC & consoleDesign & technical art

Gameplay Prototyping & Implementation + UX/UI Design and Flow on Citadel: Forged with Fire. Level Design & Visuals on Valley.

  • Citadel: Gameplay Prototyping & Implementation + UX/UI Design and Flow.
  • Valley: Level Design & Visuals, including particle systems, materials, and lighting.
  • Animated and scripted sequences.
Citadel on Steam ↗ Valley on Steam ↗
07 / 2013 – 2016

Uken Games

Technical Game Designer
Kings of PoolLoot Quest

Kings of Pool · Loot Quest

iOS & AndroidUX/UI

Technical Game Designer across two titles. Level Generation (Procedural) and Encounter Design for Loot Quest, UI/UX Design & Feature Implementation for Kings of Pool.

  • Designed and implemented UX/UI.
  • Developed game features from design through implementation.
Kings of Pool on the App Store ↗
08 / 2011 – 2013

Ganz

Level Designer
Amazing World · Frocket

Amazing World · Frocket

Browser & mobileLevel design

Worked on browser and mobile games in my first studio role.

  • Designed levels and created assets.
  • Built worlds and prototyped gameplay.
GAMES, TOOLS & EXPERIMENTSVisit the LabExplore what I’m building.
Tyler Hebenton
02 / ABOUT

Tyler Hebenton

I graduated from Vancouver Film School’s Game Design program in 2011 after serving in the Canadian Forces. I enjoy building apps, visuals and games. Away from my computer, I spend time with my dog, climbing, and searching for things to photograph.

Photography ↗

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