About

Resume is here.

Twitter: @TynanSylvester

Contact me at tynan.sylvester@gmail.com

I’ve been designing games since 2000. Over the years I’ve led small nonprofit projects, designed and coded one-man indie games, contracted on mid-scale projects, and worked full time on major franchises. I’ve written several feature design articles for Gamasutra, the biggest game design website.

The smallest projects I’ve worked on were one-man indie games one which I wrote every line of code and painted every frame of art. The largest was my four years as a level and systems designer on Irrational Games’ 110-person development team making BioShock Infinite.

Things I’ve done:

  • Almost four years at Irrational, working on levels and systems for BioShock Infinite.
  • I did contract level design on:
    • Epic Games’ Unreal Tournament
    • Digital Extremes’ Warpath
    • Zombie Studios’ Close Quarters Conflict
  • I’ve written a number of game design articles. Several of them were published as features on Gamasutra:
  • I created various Unreal Tournament multiplayer levels. Several won cash awards.
    • DM-Lightfalls won the Fragapalooza East Design Contest in 2002, judged by Digital Extremes, developers of Unreal Tournament 2003.
    • AS-Thrust won Best Assault Level in the Make Something Unreal contest, judged by Epic Games.
    • DOM-Aphrodite got an honorable mention in the Make Something Unreal contest.
  • I started a total conversion mod for UT2004 called Elemental Conflict and led a team developing it for about 14 months. We developed, tested, and released two playable versions before moving on.
  • I created and released dm_revolution for Half-Life 2 Deathmatch to learn the Hammer editor.

Ideas and opinions on this site are mine alone and have nothing to do with my employers.

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