
Last Sentinel ↗
Open-world layout, procedural content scripting, and design-led tool development for Lightspeed LA.
CLICK FOR DEEP DIVE ↗I’m Tyler Chiocchio, a game designer with 23 years of industry experience and 12 shipped games. I create memorable worlds, missions, mechanics, and tools, and lead multidisciplinary teams from concept through launch.
At a glance

Open-world layout, procedural content scripting, and design-led tool development for Lightspeed LA.
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Designed Brooklyn and Queens, with mission scripting and rapid gameplay prototypes.
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Designed the north half of New York City, every Research Station mission, and Landmark Photo Mode.
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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 the clamber system and helped make the world consistently readable and climbable.
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Designed four levels, developed the 2X Half Pipe Challenge with programmers, and guided the layouts created by the level design team.
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Led level design for a playful online world built for people of all ages.
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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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My first industry role—building technical-writing skills through bug reporting, regression, and gameplay feedback.
CLICK FOR DEEP DIVE ↗In 1998, I was sitting in my apartment in Boulder, Colorado, about to play The Legend of Zelda: Ocarina of Time. I didn’t know it yet, but that game would change the direction of my life. It gave me the resolve to enter the game industry (it took 4 years)—to lead teams, build worlds, create missions, write dialogue, invent tools, define mechanics and work with the latest technology. And share all that with millions of people around the world.
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.
Visit SanChio’s Rest House ↗

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