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.
Career
Redly Games

Unannounced project
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.
Independent Development

Outlook: Not So Good
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 ↗Torn Banner Studios

No More Room in Hell 2
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.
The Beans Team

Unannounced project
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
Ubisoft Toronto

Starlink: Battle for Atlas · Far Cry 6
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.
Blue Isle Studios


Citadel: Forged with Fire · Valley
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.
Uken Games


Kings of Pool · Loot Quest
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.
Ganz

Amazing World · Frocket
Worked on browser and mobile games in my first studio role.
- Designed levels and created assets.
- Built worlds and prototyped gameplay.

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 ↗Have a role or project
you’d like to discuss?