Hey there!

I'm Theodore

And I'm a
Level Designer

I’ve been developing games for over 8 years now, working on all sorts of AAA releases, client based and personal projects.

The following is a recollection of the my work during this time

Last updated: September 2022

Mafia the Definitive Edition

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Mafia: Definitive Edition is a faithful, expanded remake inspired by the iconic 2002 original. The remake is set within the fictional city of Lost Heaven, Illinois, during the 1930s, and follows the rise and fall of Tommy Angelo, a Sicilian American cab driver-turned-gangster, within the Salieri crime family.


Skyrim expansion: Lordbound

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DLC sized expansion mod for The Elder Scrolls V: Skyrim. Featuring 3 new major questlines, over 50 new dungeons and 60+ hours of gameplay. 
-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 

Ragnarok

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Client project by Michel Sainisch, ex-Ubisoft producer, for a Tactical RPG prototype with elements from Front Mission (1995) and XCOM: Enemy Unknown (2012). 

–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

Other work

The Great Eggscape

Valkyr

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.

Hey There!

I’m Theodore Hilhorst
And I’m a Level Designer

I’ve been developing games for over 8 years now, working on all sorts of AAA releases, client based and personal projects.

The following is a recollection of the my work during this time

Last updated: September 2022

Browse through my portfolio

About me and my design process

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

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

Responsibilities
-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 

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)

Responsibilities
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

Team size: 20+
Time frame:  May 2017 – Jun. 2018 ( 11 months )

Awards / recognition

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

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 )

Responsibilities
-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)

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. 

Responsibilities
-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 

Team size: 20+
Time frame:  Jun. 2017 – present

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)

Responsibilities
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

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)

Responsibilities
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

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

 
 

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)

Responsibilities
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

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

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)

Responsibilities
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

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

Mafia - Definitive Edition

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Skyrim - Lordbound

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Ragnarok -

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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)

Responsibilities
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

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

1. Research the game, dynamics & finding the fun

Before starting the design process I’ll do research into the game I’m designing for. Breaking down the pacing, different dynamics and where the fun is to be had. This will dictate the direction of concept and action bubbles for the levels.

(picture) In this breakdown I looked at the different encounters a typical Skyrim dungeon contained and how that affected the difficulty curve and pacing. Furthermore noting how it’s ‘valuable’ loot was distributed per room.

2. Brief, concept and design goals

When I receive the brief I’ll make a rough plan of the type of gameplay and aestetics according to constraints and gameplay pillars. With this in mind I’ll create a draft of what the goal is for each area gameplay and theme wise and present it to my lead. 

(Picture) This image shows the kind of gameplay spaces I wanted to create for the Wet Wind Hollows. Here, I paid  attention to size of gameplay spaces, tempo, type of encounters and theme.

Mafia the Definitive Edition

Mafia: Definitive Edition is a faithful, expanded remake inspired by the iconic 2002 original.  the remake is set within the fictional city of Lost Heaven, Illinois, during the 1930s, and follows the rise and fall of Tommy Angelo, a Sicilian American cab driver-turned-gangster, within the Salieri crime family.

Responsibilities
-Led 4 main story missions to release quality using company proprietary tech.
-World interaction placement and implementation
-Level design, scripting,

Outstanding story rich game nomination | Steam awards 2020

Mafia: Definitive Edition is a faithful, expanded remake inspired by the iconic 2002 original.  the remake is set within the fictional city of Lost Heaven, Illinois, during the 1930s, and follows the rise and fall of Tommy Angelo, a Sicilian American cab driver-turned-gangster, within the Salieri crime family.

Responsibilities
-Led 4 main story missions to release quality using company proprietary tech.
-World interaction placement and implementation
-Level design, scripting,

Outstanding story rich game nomination | Steam awards 2020

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

Responsibilities
-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 )

Responsibilities
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 )

Responsibilities
-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

Sugarpunch

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.

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Theodore Hilhorst

Theodore Hilhorst

Theodore Hilhorst

Theodore Hilhorst

Theodore Hilhorst

Theodore Hilhorst

Theodore Hilhorst

Theodore Hilhorst

Theodore Hilhorst

The quick brown fox jumps over the lazy dog

Theodore Hilhorst

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Mafia the Definitive Edition

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

Level Designer

Level Designer working on longer periods of time - I need to ensure that i have quite a big body of text so i can check the legibility of the font that I'm going to use also I should atleast have one of each letter qwetupoiuytlkjhgfdsamnbvcxz

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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: TheodoreH@hotmail.nl

Look at my C.V.