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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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VIEW CASE STUDY ↗
Open-world layout, procedural content scripting, and design-led tool development for Lightspeed LA.
02VIEW CASE STUDY ↗
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.

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.
View my résumé ↗FROM PIXELS TO PLANTS & CONCRETE
I applied my virtual design experience to the real world and designed a resort in the Philippines. Built first in Unreal, then brought to life with plants and concrete, in collaboration with my wife, we transformed an empty piece of land into a resort from scratch—bringing aesthetic game design into the real world.
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