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
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
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
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
-Selected for world beautification, NHTV University of applied sciences (2017)
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.
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.
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.