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Passionate about creating memorable player experiences. Focused on process, collaboration & iteration.

Working as a level designer at Studio Gobo since 2022

Jamie ten Hove

Projects

Child of lothian

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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 

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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

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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

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 finders keepers

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 QUAKE MAPPING

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 MODELLING

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 WORLD-BUILDING

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blockout exercises

 WORLD-BUILDING

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 Level Design presentations 

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arch. PROJECT

** WORK IN PROGRESS **

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ts4 builds

** 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 

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 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!

About me

 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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Blender / 3ds

Trenchbroom

Substance
Painter

Sketchup

Photoshop / GIMP

Zbrush

G Suite

Office

 other 

Dutch (native)
English (International Baccalaureat)

10+ years of education in English-only environments



Pitching game (design) concepts
Conducting research

Organizing project work
Project planning

Critical thinking
Problem-solving

Communicating intention
Giving & Receiving feedback

 contact 

Get in Touch

Thanks for submitting!

Contact

Find me on

  • Twitter
  • LinkedIn
  • YouTube

©2020 by Jamie ten Hove

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