Christopher Holtorf
Senior Quest Designer at Intrepid Studios, Inc- Claim this Profile
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Topline Score
Bio
LinkedIn User
What can I say about Chris, he is a witty, intelligent, and super creative designer with incredible writing skills I could only dream of. As we work together on the online experiences team I have enjoyed his passion for creating worlds and narratives that any gamer would love to be a part of. Being involved with him has taught me a great deal about finding the fun in any situation, and I would consider myself lucky to work with him on any future projects. I am lucky to know and work alongside such a supportive, considerate, and worldly teammate!
Jean Giarrusso
Chris is one of the most creative writers with whom I have had the pleasure of working. Give him a vague concept with much handwaving and he comes back to you with a write-up and names that will stun you by the depth of his knowledge in his field. I highly recommend Chris and look forward to any future opportunity of working with him again!
LinkedIn User
What can I say about Chris, he is a witty, intelligent, and super creative designer with incredible writing skills I could only dream of. As we work together on the online experiences team I have enjoyed his passion for creating worlds and narratives that any gamer would love to be a part of. Being involved with him has taught me a great deal about finding the fun in any situation, and I would consider myself lucky to work with him on any future projects. I am lucky to know and work alongside such a supportive, considerate, and worldly teammate!
Jean Giarrusso
Chris is one of the most creative writers with whom I have had the pleasure of working. Give him a vague concept with much handwaving and he comes back to you with a write-up and names that will stun you by the depth of his knowledge in his field. I highly recommend Chris and look forward to any future opportunity of working with him again!
LinkedIn User
What can I say about Chris, he is a witty, intelligent, and super creative designer with incredible writing skills I could only dream of. As we work together on the online experiences team I have enjoyed his passion for creating worlds and narratives that any gamer would love to be a part of. Being involved with him has taught me a great deal about finding the fun in any situation, and I would consider myself lucky to work with him on any future projects. I am lucky to know and work alongside such a supportive, considerate, and worldly teammate!
Jean Giarrusso
Chris is one of the most creative writers with whom I have had the pleasure of working. Give him a vague concept with much handwaving and he comes back to you with a write-up and names that will stun you by the depth of his knowledge in his field. I highly recommend Chris and look forward to any future opportunity of working with him again!
LinkedIn User
What can I say about Chris, he is a witty, intelligent, and super creative designer with incredible writing skills I could only dream of. As we work together on the online experiences team I have enjoyed his passion for creating worlds and narratives that any gamer would love to be a part of. Being involved with him has taught me a great deal about finding the fun in any situation, and I would consider myself lucky to work with him on any future projects. I am lucky to know and work alongside such a supportive, considerate, and worldly teammate!
Jean Giarrusso
Chris is one of the most creative writers with whom I have had the pleasure of working. Give him a vague concept with much handwaving and he comes back to you with a write-up and names that will stun you by the depth of his knowledge in his field. I highly recommend Chris and look forward to any future opportunity of working with him again!
Experience
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Intrepid Studios, Inc
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United States
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Computer Games
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1 - 100 Employee
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Senior Quest Designer
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Feb 2022 - Present
Pushing innovation in the MMORPG space. Pushing innovation in the MMORPG space.
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Skyward* Corp.
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United States
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Computer Games
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1 - 100 Employee
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Founder, Writer, Designer
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Mar 2011 - Present
I have experience in all cycles of game development from startup to ship on multiple platforms, including handheld, console, PC and the Web. My specialties include IP development, content creation, User Interface, Player Experience, and Systems Development for small to large scale games in the fantasy, sci-fi, trade simulation, MMORPG, and real-time combat genres. At Skyward* I have already applied my talents to games from console to web, and am ready to apply these same skills to your product. Show less
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Amazon
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United States
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Software Development
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700 & Above Employee
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Senior Quest Designer
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Aug 2020 - Jan 2022
At Amazon I designed, co-wrote, and implemented the Main Storyline Questline for New World, an MMO with strong PVP and Open World sensibilities. In addition to the main storyline, I have contributed to world lore, NPC characterization and development, custom points of interest, and named "elite" weapons and mobs. In my day-to-day routine I work directly with narrative designers, world designers, and game engineers to push the boundaries of what our engine is currently capable of, in the interest of serving up new and compelling content experiences for our players. Show less
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Soulbound Studios
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United States
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Computer Games
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Senior Designer
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Oct 2019 - Mar 2020
In my short time at Soulbound I wrote and edited community facing lore installments, created dozens of game items and articulated a plan to sell them to players via a seasonal revenue-generation event. In addition to this, I wrote designs for a series of web-based game features to be integrated into the greater MMO superstructure that Soulbound had been developing for Chronicles of Elyria. In my short time at Soulbound I wrote and edited community facing lore installments, created dozens of game items and articulated a plan to sell them to players via a seasonal revenue-generation event. In addition to this, I wrote designs for a series of web-based game features to be integrated into the greater MMO superstructure that Soulbound had been developing for Chronicles of Elyria.
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Wyrmbyte
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United States
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Computer Games
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1 - 100 Employee
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Lead Writer / Designer
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Feb 2018 - Oct 2019
At Wyrmbyte, I took the reins of the narrative for the open world 3rd person shooter Ashes of Oahu. I wrote, edited, and implemented thousands of lines of branching dialog in a proprietary Unreal framework, and mentored our intern in best practices and implementation. In addition to my narrative tasks, I charted ideal damage profiles for NPC and player weapons and designed and populated all collectible items. Finally, I designed and populated in-engine the many hero locations required by my quest lines. Show less
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NetDevil
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United States
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Computer Games
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1 - 100 Employee
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Senior Content Designer
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Jun 2010 - Mar 2011
As Senior Content and Narrative Designer for the Flash-based MMO Fortune Online I architected the world story, created a cast of characters, and wrote the majority of the stories and questlines available to players. I also populated the game levels, contributed to RPG class and skills design, and collaborated on itemization. As Senior Content and Narrative Designer for the Flash-based MMO Fortune Online I architected the world story, created a cast of characters, and wrote the majority of the stories and questlines available to players. I also populated the game levels, contributed to RPG class and skills design, and collaborated on itemization.
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gamigo US Inc.
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United States
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Computer Games
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1 - 100 Employee
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Game Design: Lore Lead
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Jul 2007 - Jun 2010
I was one of the first designers on the MMO Rift. I built and trained a team of 30+ members on proprietary tools for population and scripting of MMO content, wrote large sections of the world’s lore and became the primary lore-keeper for the world of Rift. I also contributed to itemization, RPG systems, class design, and in-game economy, and worked with interdepartmental sub-teams to explore parallel applications of our unique IP. I was one of the first designers on the MMO Rift. I built and trained a team of 30+ members on proprietary tools for population and scripting of MMO content, wrote large sections of the world’s lore and became the primary lore-keeper for the world of Rift. I also contributed to itemization, RPG systems, class design, and in-game economy, and worked with interdepartmental sub-teams to explore parallel applications of our unique IP.
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Backbone Entertainment
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United States
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Computer Games
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1 - 100 Employee
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Designer
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Apr 2006 - Jul 2007
At Backbone I worked on the Dating Simulator Brooktown High: Senior Year as a writer and design generalist. I created and implemented hundreds of lines of branching dialog, created a system to procedurally compile in-game News Items, and populated levels in Maya. I also worked on an innovative unannounced Brain Training program in partnership with a brain-plasticity research group. At Backbone I worked on the Dating Simulator Brooktown High: Senior Year as a writer and design generalist. I created and implemented hundreds of lines of branching dialog, created a system to procedurally compile in-game News Items, and populated levels in Maya. I also worked on an innovative unannounced Brain Training program in partnership with a brain-plasticity research group.
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NetDevil
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United States
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Computer Games
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1 - 100 Employee
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Lead Content Designer
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Dec 2003 - Jan 2006
On the innovative vehicle combat MMO Auto Assault, I built and led a content team of 6—10 to produce the content for the Human faction in game (one of three player factions total). I also contributed extensively to the worldbuilding, lore, level design and construction, and implementation of scripted content. I also partnered with another team lead to champion for, design, and implement in-game player housing for Auto Assault. On the innovative vehicle combat MMO Auto Assault, I built and led a content team of 6—10 to produce the content for the Human faction in game (one of three player factions total). I also contributed extensively to the worldbuilding, lore, level design and construction, and implementation of scripted content. I also partnered with another team lead to champion for, design, and implement in-game player housing for Auto Assault.
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Lead Game Designer
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Jan 2001 - Dec 2003
As a Design Generalist at VR1 I provided content support for 2 Nightcaster titles on the Xbox, Level Design and implementation for the multi-SKU RTS Goblin Commander, and single-handedly designed the economy sim Sea Trader: Rise of Taipan on the GBA. In addition to my Design tasks, I also provided VO for all three console titles. As a Design Generalist at VR1 I provided content support for 2 Nightcaster titles on the Xbox, Level Design and implementation for the multi-SKU RTS Goblin Commander, and single-handedly designed the economy sim Sea Trader: Rise of Taipan on the GBA. In addition to my Design tasks, I also provided VO for all three console titles.
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Education
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Front Range Community College
Associate of Arts - AA, Philosophy -
Art Institute of Colorado
Industrial Design Technology -
Southern Oregon University
Fine Art, Psychology