Andrew Seyko
Andrew Seyko
Senior Level Designer at Digital Extremes
London, Canada

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Skills

Level DesignBlockout2D DraftingVisualScripting

Software proficiency

Evolution Engine (Propreitery)
Evolution Engine (Propreitery)
Unreal Engine
Unreal Engine
Hammer Engine
Hammer Engine
Halo Forge
Halo Forge
Photoshop
Photoshop
Procreate
Procreate
Microsoft Office
Microsoft Office
Perforce
Perforce
Jira
Jira
Basecamp
Basecamp
Trello
Trello
Conflence
Conflence
Tortoise SVN
Tortoise SVN
Slack
Slack

Experience

  • Senior Level Designer at Digital Extremes
    London ON, Canada
    December 2022 - Present

    At Digital Extemes, I work on the Free to Play Action Shooter Warframe. I have also worked on the now suspended Hero Shooter, The Amazing Eternals.

  • Intermediate Level Designer at Digital Extremes
    London , Canada
    January 2016 - December 2022

    At Digital Extemes, I work on the Free to Play Action Shooter Warframe. I have also worked on the now suspended Hero Shooter, The Amazing Eternals.

  • Level Designer at Torn Banner Studios
    Toronto , Canada
    May 2010 - April 2015

    Chivalry: Medieval Warfare (2012) -Platforms: PC, Mac, Linux, PS3, 360, PS4, Xbox One.

    Designed Multiple maps for the Multiplayer First Person Slasher Chivalry: Medieval Warfare, which to date, has sold over 2 million copies on steam. Maps fit a variety

    of game modes, including Duel, Deathmatch, Last Team Standing, and the Flagship Team Objective Mode. I worked on many of the maps from concept to completion,

    and scripted many of the objectives in Unreal Kismet. Contributed in other capacities when called upon, including SDK support/documentation, community

    management and event organization.

    Chivalry: Deadliest Warrior (October 2013) -Platforms: PC, Mac, Linux

    Designed Multiplayer levels for an online multiplayer tie in to Spike TV's Deadliest Warrior. Took maps from grey box to final product through iterative design. In

    addition to online maps, I also created the tutorial section from existing assets with Kismet scripting.

    Mirage: Arcane Warfare (2016)

    Worked on Pre-Production maps and game mode scripting using UE4 Blueprints for an upcoming title.