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Featured Project

Lego: Horizon Adventures (2024)

PS5 - PC - Nintendo Switch 

Role: Level Designer

LEVEL DESIGNER 

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Jamie

ten Hove

Passionate about creating memorable player experiences.

Focused on process, collaboration & iteration.

3+ years of experience as a level designer on AAA games.
Currently looking for a midlevel level design role!

Projects

Lego horizon adventures

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Released November 14, 2024
Created in Unreal Engine 5

Level designer
March 2023 - July 2024

Lego Horizon Adventures is a LEGO take on the Horizon Zero Dawn franchise.
3rd person isometric action adventure, playable solo and in co-op.

 

My role and contributions:
As a level designer, I was responsible for the Sunfall Desert levels: paper prototype, blockout, polish, bug-fixing, encounter design and placement of gameplay objects. I collaborated with level artists and animators to make ensure the art and cinematics would fit the level and player experience.

I also was the product owner of the
Corruption mechanic. Designing the intended experience, creating re-usable  shapes that could be reused across all levels in the game. I worked together with tech design and animators to ensure the mechanic worked as intended from both a gameplay and visual perspective. 

Lego Horizon Adventures was released on Steam, PS5 and Nintendo Switch on November 14 2024!
 

other Industry experience

Redfall

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 Intern Level designer
September 2022 - March 2023

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Co-development on Arkane Austin's
open world FPS.

 

My role and contributions:
• As a level design intern, I was responsible for creating additive arena-like level design to key locations in the existing open world created by the Arkane team. These level designs facilitated side mission content and  combat encounters with various enemy types.

• Level design had to use existing structures and fit the original context of each location for each side mission type.

Iteration by playtesting with the team, improving based on feedback, and polishing

• Worked together with another level designer to produce a large amount of content at a high pace.

 

exodus

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 Level designer
January 2025 - August 2025

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Co-development on Archetype Entertainment's 3rd person action RPG.
 

My role and contributions:
• As this game is currently still in development, I am unable to share details at this time.

Child of lothian

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Released June 16, 2022
Created in Unreal Engine 4

Level designer
September 2021 - June 2022

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 was responsible for a dedicated section of the city that is featured in two acts of the story. I focused on re-usable level design and a smooth collaboration between level design and environment art.
It was my objective to design and build a
believable city environment that accommodated the pillars of our gameplay: stealth, exploration, interaction with the environment and the people in the city.

As a
mission designer, I designed and implemented story- and side quests using in-house quest and dialogue tools made by our system designers. This also included 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: to transport people to a different world and offer them an experience that they hopefully will remember for a long time.

Many years later, I've been doing this in the form of game development. I currently have 3+ years of AAA experience and 1 shipped title. I'm also very fond of indie games and would also love to work on a smaller, tight-knit team with a strong vision.

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 game engines, and environment art workflows.

Thank you for viewing my work and I hope to hear from you!

 skills

 game development 

3rd Person Single-player and co-op
Multiplayer FPS
Puzzle design and stealth gameplay

Prototyping in UE5 blueprints
Visual scripting for gameplay events

Game and production documentation
Project management in Jira and Shotgrid

Understanding of environment art processes

Playtesting and iteration
QA

 software 

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Unreal Engine 4 and 5

UE Blueprint

Perforce

Jira

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Blender / 3ds

Trenchbroom

Substance
Painter

Sketchup

Photoshop / Procreate

Zbrush

G Suite

Office

 other 

  Dutch (native)
  English (International Baccalaureat)

  10+ years of education in English-only environments
   3+ years of English-only professional environments


  Pitching game (design) concepts
  Conducting competitor analysis

 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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