
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:
- Decision-Based Gameplay Design
- Style and Substance in Game Design
- Compulsion Engineers
- On Scaffolding and Masonry
- 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.