Experience
I’m Tyler, a 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.
- Rapid Prototyping & Mechanic Design
- Procedural/Deterministic Level Generator
- Developed AI workflow patterns and assisted development of in-house generative tools
- Technical Art for Gameplay, UI/UX
- Assisted with In-game Artistic 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 H.
Thanks for reading! I joined the games industry in 2011 after serving in the Canadian forces. I have a passion for building things, and have primarily spent my time as a Level or Technical Game Designer. I have experience building out worlds, missions or spaces for the player to explore and enjoy crafting beautiful spaces, and rewarding the players time. When I’m not building things, I’m usually hanging out with my dog learning new tricks or looking for neat things to capture with the camera.
Photography ↗Have a role or project
you’d like to discuss?