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
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









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




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






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








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




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




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).














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














Tim Lindsey – Game Development Portfolio