
TYLER
ENSRUDE
SENIOR LEVEL DESIGNER
About
I am a DICE Award winning multiplayer designer with over
8 years of AAA game development experience, based out of Redmond, WA. I have a strong track record of designing for FPS games and an extensive background with multiplayer titles. I have worked on franchises such as Halo, Apex Legends, and an unannounced upcoming action-adventure title. I am currently exploring designing for more single-player experiences through various projects. I'll update more about that here very soon.
I got started in game design back in 2007 working in UGC tools for Halo 3. Over the years I continued to develop more content and skills through UGC and mod tools, which I then built a portfolio around. I used that to apply directly to 343 Industries (now Halo Studios) and was brought onto the official development team to start working on Halo Infinite back in 2017.
I want to create worlds that players will want to explore... not ones that they have to. Creating something memorable requires a functional goal, an eye for composition, and thought-provoking encounters. I have a strong passion about games and art. I hope that is showcased through my work.
CV
Available upon request

Co-Founder & Senior Designer | Legion Studios
Dec 2023 - Oct 2024 | Full Time | Remote
● Responsible for concepting and building out the design of a large-scale connected-world for a single-player and co-op 1st person action-adventure shooter.
● Owning levels from concept to finish including design, encounters, and item placement.
● Directly responsible for final environment art including prop placement, decals, and lighting.
● Collaborating and managing a group of designers to help achieve a cohesive vision and gameplay goals.
● Documentation of enemy designs, game systems, sandbox items, weapons, abilities, and more.

Level Designer | Respawn Entertainment | Electronic Arts
Jul 2022 - Dec 2023 | Full Time | Remote
● Developing and updating large-scale battle royale maps by creating new POI locations, updating existing POI locations, and various improvements to map flow and player rotations.
● Prototyping and owning the development of new and experimental battle royale maps to help evolve the gameplay away from the traditional format.
● Managing, setting up, and fine tuning all levels to support our full suite of modes.
● Isolating, converting, and building POI locations across all battle royale maps to massively expand the roster of arena modes levels.
● Working closely with partner teams to achieve gameplay goals for both design, modes, and art.
● Managing the seasonal and special event updates to levels to ensure gameplay goals.
● Editing and maintaining playlist and level scripting.
● Improving the performance and stability of levels.

Multiplayer Designer | Microsoft | Halo Studios
Oct 2017 - Jul 2022 | Full Time | On-Site
● Responsible for concepting, documenting, and building out half of the multiplayer level suite of Halo Infinite; including a mix of small, medium, and large scale experiences.
● Rapid prototyping of new level content for experimental game mode design.
● Owning levels from conception to ship while collaborating with partner teams including sandbox, modes, and art teams.
● Working to ensure we are striking a balance between competitive and casual gameplay styles across levels by working closely with the internal pro team as well as community user research feedback.
● Managing the art process on my respective levels to ensure gameplay comes first, while directly helping out by being involved in adjusting environment art, prop placement, and terrain maintenance.