Theodore Hilhorst

Level Designer

Hey there!

I’m Theodore and I’m a level designer.

Games have been my biggest passion since I was a little boy playing Donkey Kong 64. 

Now I’ve been developing games for over 7 years now, working on AAA releases, client based and personal projects.
The following is a recollection of the my work and achievements during this time.

Last updated: June 2019

Play Video

Level & World Designer

DLC sized expansion mod for The Elder Scrolls V: Skyrim. Featuring 3 new major questlines, over 50 new dungeons and 60+ hours of gameplay. 
Team size: 20+
Time frame:  Jun. 2017 – present

-Created 11 complete dungeons for main and sidequests
-Over 2200 hours in the Creation Kit Editor for Skyrim
-Polished over 25 interiors to shippable quality
-Implemented multiple combat and puzzle encounters 

Awards / recognition

Procedural level & Lead Designer

Client project by Michel Sainisch, ex-Ubisoft producer, for a Tactical RPG prototype with elements from Front Mission (1995) and XCOM: Enemy Unknown (2012)
Team size: 20+
Time frame:  May 2017 – Jun. 2018 ( 11 months )

Designed, built and led development for 5 procedural level generator prototypes. 
-Lead design & production for a team over 20 people 
-Procedural level design for 12 interchangable level pieces
-Animation & VFX implementation

Awards / recognition

Game of the year, Audience & Best Art award, NHTV University of applied sciences (2017)​

Play Video
Play Video

Level Designer

A 6-player deathmatch arena for the Unreal tournament pre-alpha in 2016. Inspired by Antoni Gaudi’s casa Mila and casa Batllo.
Team size: Individual design project 
Time frame:  Sep. 2016 – Nov. 2016 ( 7 weeks )

-Concept to completion iterative design for a  6-player deathmatch map
-Mechanics breakdown and gym set up
-Basic lighting design and first art pass
-Playtesting and quality assurance

Awards/ recognition:
-Selected for world beautification, NHTV 
University of applied sciences (2017)

Other work

The Great Eggscape


M.A.R.I.O. Unit

Lead Designer - Gameplay Scripter - VFX Artist

July 2018

A multiplayer endless scroller made during the 2018 Brains Eden 48 hour game jam with 5 developers. Being selected to represent the NHTV as one of the 35 international teams, we managed to win the 2018 Jury’s choice award.

''One of the most compelling games I've ever played. I couldn't pull myself away. Just one more go!''

Chris downey - Art manager at Sumo digital

Level Designer - Gameplay Scripter - Set Dresser

Feb 2017 - Apr 2017

Single player puzzle adventure game during an 7-week project with 3 developers. Being responsible for all disciplines I was in charge of core gameplay programming, puzzle design, look and feel, tutorialisation and basic art & lighting.

Level Designer - Core Designer - Lead Designer

Nov 2015 - Jan 2016

A 7 week long project with 7 developers, focused around making a sequel to Donkey Kong (1981) for PC. In which I was responsible for lead design, level design, core system design as well as upholding creative vision throughout the project.


Contact me

If you want to get in touch you can do so with the following:

Add me on LinkedIn

Send me an Email at:

Look at my C.V.