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PROJECT DETAILS ↓
Last
Sentinel
Open-world layout, procedural content scripting, and design-led tool development for Lightspeed LA.
- ROLE
- Senior Designer
- STUDIO
- Lightspeed LA
GAME DESIGNER / WORLD BUILDER
Selected work from more than two decades of shipped games.
01
PROJECT DETAILS ↓
Open-world layout, procedural content scripting, and design-led tool development for Lightspeed LA.
02PROJECT DETAILS ↓
Designed the north half of New York City, every Research Station mission, and Landmark Photo Mode.
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Designed Brooklyn and Queens, with mission scripting and rapid gameplay prototypes.
SHIPPED GAMES ARCHIVE
Design contributions across genres, platforms, and generations.

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

Designed half of the open world and built traversal challenges.

Built demo, world, encounter, and race content while guiding buildings from art through gameplay validation.
VIEW CASE STUDY
Led the design team, improved the level pipeline, coordinated tools, and maintained the design schedule.

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

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

Level and mission design for the Factory and Main Street.

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

Advised on enemy placement, ammunition, and difficulty while handling bug reporting and regression.
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 ↗HAVE A PROJECT IN MIND?