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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.
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Open-world layout, procedural content scripting, and design-led tool development for Lightspeed LA.
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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.

Applied VR comfort research to the world path and led the design of the ice-climbing mechanic.
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Designed half of the open world and half of its traversal challenges.
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Built demo, world, encounter, and race content while guiding buildings from art through gameplay validation.
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Led level design for a playful online world built for people of all ages.
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Led the clamber system and helped make the world consistently readable and climbable.
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Designed the Air and Space Museum and created the “Hawkman” game type.
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Level and mission design for the Car Factory and Market Street.
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Redesigned the Oil Rig and created its missions, dialogue, and gameplay events.
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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?