Projects
Child of lothian

To be released on Steam - Summer 2022
Created in Unreal Engine 4
Level designer
September 2021 - Present
Child of Lothian is a 3rd person adventure game with a focus on exploration, stealth and narrative. Set in Edinburgh during the 1700s witch trials.
My role and contributions:
As a level designer, I am responsible for a dedicated section of the city that is featured in two acts of the story. I am focusing on re-usable level design and a smooth collaboration between level design and environment art.
It is my objective to design and build a believable city environment that accommodates the pillars of our gameplay: stealth, exploration, and interaction with the environment and the people in the city.
As a mission designer, I am designing and implementing story- and side quests using in-house quest and dialogue tools made by our system designers. This also includes writing dialogue and implementing quest and dialogue logic.
Timeframe: 32 weeks
Team size: Currently 26
Child of Lothian will be released on Steam in summer 2022!
Caught on Tape

Released game on Itch.io
Created in Unreal Engine 4
Level designer
November 2020 - July 2021
IGAD Year 2 Games Awards 2021
Winner audience favourite
Winner best art
2nd place best design
2nd place best audio
Caught on Tape is a first-person horror stealth game where the player uses a thermal+night vision camera to escape an abandoned bunker.
My role and contributions:
As level designer, I was responsible for one full level: blockout, scripting level functionality and events, lighting, set-dressing, narrative, and QA. During pre-production I designed pipelines for smooth level design - environment art workflows and created a benchmark level with a metricized levelkit.
As student design lead during the final eight weeks of development, I was responsible for leading a team of five game/level designers, as well as closely collaborate and communicate with artists and programmers to keep track of project health, log and mitigate risks, and ensure the creative vision was maintained throughout the production phase.
Timeframe: ~8 months (3 blocks of 8 weeks)
Team size: 12 (in the production & release phase)
Caught on Tape was released on Itch.io
FR-Garden


Playable map released on UTCC
Created in the Unreal Tournament Editor
Level designer
September - October 2020
FR-Garden is a 5v5 player Blitz/Flag Run map in a Japanese garden-inspired environment.
My role and contributions:
As a level designer, I had to design play spaces that would accomodate the rules and dynamics of the Blitz/Flag run game mode, while always keeping in mind existing player strategies, the traversal mechanics of UT, and design principles like collision, readability, and continuously iterating based on player feedback.
Aside from designing the playable space, it was also my job to have all game mode functionality properly set up and script additional functionality, like a spline mesh tool to speed up blockout. I also used my own props, particle effects, set-dressing and lighting setups.
Timeframe: 8 weeks
Team size: 1 (solo project)
FR-Garden was released on UTCC as a community map
other projects
WORLD-BUILDING
** UPDATED REGULARLY **
Note that I am not an environment artist. Some of this work is meant to illustrate my interest in other disciplines.
I enjoy learning their tools and techniques to inform my own work as a level designer.
about me

Hello!
My name is Jamie ten Hove. I currently live in The Netherlands.
My interest in level design started when I was 6 and I visited Disneyland Paris for the first time. After experiencing the Phantom Manor and Pirates of the Caribbean rides, I decided that I wanted to design theme park rides one day.
Many years later, I'm trying to reach that same goal as a game/level designer:
to transport the user to a different world and offer them an experience that they hopefully will remember for a long time.
As a game developer, I value hard work and good communication when working in a team. I enjoy collaborating with different variations and learning from them.
I'm always on the look-out for new skills to learn. I enjoy doing personal projects where I can practice visual scripting, learn about existing game engines, and learn about environment art workflows.
Thank you for viewing my work and I hope to hear from you!
skills
game development
Single-player
Multiplayer FPS
Puzzle design and stealth gameplay
Prototyping in UE4 blueprints
Visual scripting for gameplay events
Game and production documentation
Project management in Jira and Trello
Understanding of
environment art processes
Playtesting and iteration
QA
software


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Unreal Engine 4
UE Blueprint
Perforce
Jira




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