Game Design
Work Experience
15 years designing worlds and systems for shipped titles — from mobile to AAA. I work best where level design, systems thinking, and UE4/5 meet.
Career
Prototyped and designed gameplay mechanics, built procedural level generation systems, and established generative AI tooling that accelerated implementation across the team. Contributed to UI and helped refine the game’s visual direction.
- Designed and rapid-prototyped gameplay mechanics
- Established generative AI pipelines to speed up implementation
- Designed and built a procedural level generator
- UI implementation and visual direction support
Designed and shipped maps, POIs, and gameplay objects for NMRIH2’s Early Access launch. Improved team workflow and mentored developers on Unreal Engine best practices.
- Maps, areas, and POIs from whitebox to final
- Gameplay objects, mission structure, encounter design
- Level art and lighting contributions
- Mentored devs on UE4/UE5 workflows
Led a team of designers building content for an unannounced title. Partnered closely with Lead Design and Direction to prototype levels, game mechanics, and world building systems.
- Managed and directed a team of level designers
- Prototyped levels and core game mechanics
- World building, narrative design, AI/encounter design
- Established Blueprint-driven UE best practices
Shipped two AAA titles at Ubisoft Toronto across mission design, level design, and scripting. On Starlink, implemented the main campaign and the Star Fox DLC.
- Far Cry 6 — mission design and scripting
- Starlink — main campaign and Star Fox DLC implementation
- Encounter design, world logic scripting
Contributed across two shipped titles — game design and UI/UX on Citadel, and level design with technical art on Valley.
- Citadel — game design, UI/UX, VFX, world building
- Valley — level design, particle systems, materials, lighting
- Animated and scripted sequences
UX/UI design and feature implementation across two mobile titles — Kings of Pool, a top-rated pool game on iOS and Android, and Loot Quest.
- UX/UI design and implementation
- Game design and feature implementation
Early career work across browser and mobile titles, covering level design, world building, and gameplay prototyping.
- Level design, game design, asset creation
- World building and gameplay prototyping
Independent Work
A co-op roguelike survival game built solo in Unreal 5, pairing first-person combat with a top-down strategy layer. Inspired by State of Decay, Risk of Rain, Borderlands, and Stardew Valley.
- First-person controller and core combat elements
- Strategy mode — top-down planning and command layer
- Procedural world generation built on Unreal’s PCG framework
- Full solo scope: design, systems, implementation, and level art
An early-stage strategy project currently in prototyping.
- More details coming soon

Tyler Hebenton
Game Designer · Photographer
Vancouver Film School Game Design grad, 2011. Former Canadian Forces. 15 years shipping games from mobile to AAA. I love using unreal, creating visual splendor, and solving problems. I spend my time off with my dog, chasing wildlife with a camera.