Professional Work

Far Cry Primal - Level Designer

Platforms: PC XboxOne PS4

Welcome to the Stone Age, a time of extreme danger. When giant mammoths and sabretooth tigers ruled the Earth, and humanity was at the bottom of the food chain. As the last survivor of your hunting group, you will learn to craft a deadly arsenal, fend off fierce predators, and outsmart enemy tribes to conquer the land of Oros and become the Apex Predator.

Far Cry Primal Official Website

Warframe - Level Designer

Platforms: PC XboxOne PS4

Warframe is an online 3rd person COOP F2P action title set in an evolving sci-fi universe. Levels are designed in modular encounter chunks that are procedurally generated to fill out mission objectives. This helps make the levels feel fresh but familiar through continual play. So far, I have created and shipped over 50+ levels, ranging from small corridors to large outdoor environments


  • Design and create Procedural combat environments from paper to finished product.
  • Work closely with artists and lighters to ensure desired flow and player direction is visual.
  • Use proprietary visual scripting to create unique missions.
  • Set dress own level areas with props and dynamic game mechanics.
  • Given technical role to ensure functionality and cohesiveness among levels.

Halo 4 - MP Level Designer & Mission Designer

Platform: Xbox360

Digital Extremes assisted with the project by developing the Crimson Map Pack DLC and multiple Spartan Ops COOP missions.

Spartan Ops


  • Designed and implemented encounters, pacing and combat progression.
  • Scripted missions in a proprietary language (HaloScript).
  • Dressed own mission areas with props and Enemy AI.
  • Worked closely with 343i to ensure cohesion with original Halo 4 content.

Crimson DLC - Wreckage


  • Designed and molded level from daily play tests.
  • Implemented MP content including game modes, spawning, and balancing.
  • Worked closely with artists to take level to final production state.

Star Trek: The Game - Level Designer

Platforms: PC Xbox360 PS3

Star Trek: The Game is a 3rd person co-op adventure shooter. The game is set in JJ Abrams' Star Trek universe, with the entire cast of the USS Enterprise. Featuring a completely new story that falls between the 2009 movie and Star Trek: Into Darkness.


  • Wrote design documents flushing out intended game-play beats and level progression.
  • Created main story levels using approved documents in Evolution Engine.
  • Use a proprietary visual scripting tool to create staging, pacing and combat encounters.
  • Design, prototype, and help implement features including game-play mechanics, AI mechanic, and Mini games.

Personal Work

Counter-Strike: Global Offensive Multiplayer Level Designer

I created this level for Counter-Strike 1.6 and the league ESEA. A select few professional esports players helped playtest and provided feedback through the many iterations. I decided to bring it to CS:GO as the community has grown immensely over the years. It's a map with a CT control between the two bombsites with a T-Side Middle design. The Terrorist side has multiple options to plan and execute assaults. This new version includes some tweaks to the original layout, but keeps similar timings and angles. An additional door was added to the B-Site to ease strategies in and around it.

Steam Workshop

A level designed from the concept of taking great pivotal encounters from existing Counter-Strike maps and molding them into a new design. Season was constructed with the main premise of balance in mind. So far, it has exceeded all of my expectations in community acceptance and statistically. The map has seen many iterations over the years and with CS:GO gaining massive popularity again, I invited community favourite FMPONE to raise the community art bar higher than before. Valve tapped Season to be in the Operation Vanguard.

Steam Workshop

Fuel was created with simplicity in mind; clean angles, balanced choke points, and navigation. More importantly, it is a competitively driven design with balanced timings and ideal cover placement. I designed the level from scratch and also did the Level Art using Valve library assets, as well as a few custom art assets I created. Fuel ended up being a self-improvement project to push my Art abilities further.

Steam Workshop

Day of Defeat: Source - Multiplayer Level Designer

A level created for Day of Defeat: Source on Valve's Source Engine. Partially inspired by Band of Brothers Episode 3: Carentan assault, while the rest was drawn up along the lines of a small country town. Environment art assets are comprised of Valve's DOD:S, community, and personal works.


About Me

Ted McIlwain

Born and raised in the Great White North, I currently reside in Toronto, Ontario working for Ubisoft Toronto. I became hooked on game development with Quake 3 and Tony Hawk for the PC; producing multiplayer levels and creating textures. When Counter-strike rolled around, the real itch began. Making levels for the community was extremely enjoyable and quite a rewarding experience. From there I wanted to take it to the next level and here I am today, doing what I love! I hope to keep designing for the foreseeable future.

When I'm not developing, my time is spent playing gaming, guitar, and pub crawling. During the summer months I try to get a few rounds of golf in.


Word Acrobat


Toronto, ON Canada


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