Tim Lindsey – Game Development Portfolio
Experience:
– Nearly 30 years in professional video game development
– Extensive work across both AAA and indie titles
Expertise:
– Artist · Designer · Engineer
– Cross-disciplinary skills in gameplay systems, visual design, and technical execution

Yuri’s Resolve
NASA-Inspired Factory Survival Game Set in Mars Orbit
Developed by Apothecary Games

Currently In Development
Roles:
– Level Design and Game Systems Prototyping
– Technical Art and Tool Development
– UI/UX Design and Branding
– Environment/Ship Design and Art
– Lighting and VFX

Production Notes:
– Built in Unreal Engine 5.4
– In Development by an indie team of 2
– Focus on modular station building, hard-science propulsion, and survival logistics
– Steam Early Access planned
– Balances rigorous physics-based systems with immersive environmental storytelling and stylized realism
Yuri’s Resolve
Don't Die, Minerva!
Rogue-lite Dungeon Crawler
Developed by Xaviant
Credited: Art Director
Roles:
– Art Direction
– Level Design
– Technical Art
– Visual Effects (VFX)
– Procedural World Building
– Gameplay Programming
Production Notes:
– Built in Unreal Engine 4.25
– Developed in 9 months
– Team of 6
The Culling
Multiplayer Survival Arena (Early Access Launch Hit)
Developed by Xaviant

Credited: Art Director
Roles:
– Art Direction
– Level Design (sole designer)
– Environment Art
– Technical Art
– Lighting
– Game Balance
– Map Optimization
– World Building Workflow Development

Production Notes:
– Built in Unreal Engine 4.15
– Developed in 18 months
– Core team of 12
The Culling
Lichdom: Battlemage
First-Person Spellcasting Action RPG
Developed by Xaviant
Credited: Design Director
Roles:
– Combat Design
– Spell System Design
– Level Design
– Production Oversight
– Marketing Strategy and Messaging
– Art Direction Support
– Technical Art & VFX Supervision
Production Notes:
– Built in CryEngine 3
– Developed over ~2 years
– Mid-sized core team (~45 developers)
– Led design vision for a modular spellcrafting system and high-impact first-person combat
Lichdom: Battlemage
World of Darkness
Open-World MMO Based on Vampire: The Masquerade
Developed by CCP Games
Credited: Director of Level Design
Roles:
– Open World Layout and Design
– District-Level Blockouts and Landmarks
– World Building and Environmental Narrative
– Technical Art and Performance Optimization
– Collaborative Pipeline Development (across Reykjavík and Atlanta)
Production Notes:
– Built in CCP's proprietary tool set with an Enlighten
– Multi-year development at CCP Games
– Large distributed team across global studios
– Focused on delivering interconnected urban zones with strong faction identity and exploration-driven gameplay
Global Agenda
Sci-Fi Third-Person MMO Shooter
Developed by Hi-Rez Studios
Credited: Lead Level Designer & Lead Environment Artist
Roles:
– Level Design for PvP, PvE, and Open World Zones
– Environment Art and World Building
– Technical Art Support
– Lighting and Visual Composition
– Gameplay Flow and Encounter Layouts
– Tool Development and Design Pipeline Optimization
Production Notes:
– Built in Unreal Engine 3
– Developed over ~3 years at Hi-Rez Studios
– Mid-sized internal team with live support post-launch
– Early adopter of verticality and jetpack traversal in competitive multiplayer level design
The Elder Scrolls IV: Oblivion
Open-World Fantasy RPG
Developed by Bethesda Game Studios
Credited: Dungeon Artist (a.k.a. Level Designer)
Roles:
– Dungeon and Interior Level Design
– World Building and Modular Tile Set Implementation
– Environmental Scripting and Quest Integration
– Encounter Layout and Combat Flow Design
– Visual Composition and Atmosphere Design
Production Notes:
– Built in Gamebryo with proprietary Bethesda tools
– Shipped in 2006 on PC and Xbox 360
– Developed over multiple years by a large internal team
– Contributed to one of the most influential open-world RPGs of its era, known for its emergent gameplay, hand-crafted dungeons, and embrace of emergent unsupervised physics gameplay (and bugs).
The Elder Scrolls IV: Oblivion
PlayStation Era Titles at Idol Minds
Cool Boarders 3, Cool Boarders 4, Cool Boarders 2001, Rally Cross 2, My Street
Developed by Idol Minds (now Deck Nine)

Credited: Environment Artist / Level Designer
Roles:
– Terrain Modeling and Environment Art
– Track and Arena Layout Design
– Texture Creation and Optimization for PS1 and PS2
– Camera and Gameplay Scripting
– Collaborative Asset Integration with Design and Engineering
– Tool-Driven World Building and Testing
Production Notes:
– Shipped on PlayStation and PlayStation 2
– Released between 1998–2003
– Worked on a small, tightly integrated team
– Helped define visual style and gameplay flow for high-profile extreme sports and party games during a foundational era in 3D console development
PlayStation Era Titles at Idol Minds