GAME DESIGNER / WORLD BUILDER

I build worlds
made to move.

I design open worlds, levels, missions, and tools for games played by millions.

01SELECTED WORK

Selected work from more than two decades of shipped games.

Marvel’s Spider-Man Remastered cover art02PROJECT DETAILS ↓
OPEN WORLDMISSION DESIGN

Marvel’s Spider-Man

Designed the north half of New York City, every Research Station mission, and Landmark Photo Mode.

Marvel’s Spider-Man 2 cover art03PROJECT DETAILS ↓
WORLD DESIGNPROTOTYPING

Marvel’s Spider-Man 2

Designed Brooklyn and Queens, with mission scripting and rapid gameplay prototypes.

SHIPPED GAMES ARCHIVE

Design contributions across genres, platforms, and generations.

Edge of Nowhere key art
INSOMNIAC · DESIGNER

Edge of Nowhere

Designed the VR camera to minimize nausea, developed ice climbing, and created level layouts.

Sunset Overdrive cover art
INSOMNIAC · DESIGNER

Sunset Overdrive

Designed half of the open world and built traversal challenges.

LEGO Universe cover art
NETDEVIL · LEAD LEVEL DESIGNER

LEGO Universe

Led the design team, improved the level pipeline, coordinated tools, and maintained the design schedule.

The Saboteur cover art
PANDEMIC · LEAD CLAMBER / MISSION DESIGNER

The Saboteur

Led city layout and clamber design across 5 km² of playable space, plus E3 mission development.

Tony Hawk’s Proving Ground cover art
NEVERSOFT · GAME TYPE / LEVEL DESIGNER

Tony Hawk’s Proving Ground

Designed the Air and Space Museum and invented the “Hawkman” game type used throughout the game.

Tony Hawk’s Project 8 cover art
NEVERSOFT · LEVEL DESIGNER

Tony Hawk’s Project 8

Level and mission design for the Factory and Main Street.

Tony Hawk’s American Wasteland cover art
NEVERSOFT · MISSION / LEVEL DESIGNER

Tony Hawk’s American Wasteland

Redesigned the Oil Rig and scripted its missions, dialogue, and gameplay events.

Tom Clancy’s Ghost Recon 2 cover art
RED STORM · QA

Tom Clancy’s Ghost Recon 2

Advised on enemy placement, ammunition, and difficulty while handling bug reporting and regression.

02ABOUT

Two decades of
playable worlds
and new ideas.

I’m Tyler Chiocchio, a game and level designer with credits across open-world action, VR, racing, MMOs, and shooters. My work spans city-scale layouts, missions, traversal challenges, tools, and procedural content.

I’ve shipped games with Insomniac, Trion, NetDevil, Robomodo, Pandemic, Neversoft, and Red Storm—and led designers and cross-disciplinary teams from prototype through ship.

View my résumé
WHAT I DO
  • Open-World Design
  • Level & Mission Design
  • Rapid Prototyping
  • PCG & Blueprint Scripting
  • Design Leadership

HAVE A PROJECT IN MIND?

Let’s make something
players remember.