Adam Timén
Senior Mission Designer at Avalanche Studios Group- Claim this Profile
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Bio
Acke Hallgren
Adam worked as the mission scripter on the DLC of Rage 2 which meant that him and I collaborated a lot. He took on a huge work-load by himself, and delivered on tricky technical scripting-tasks all while making other people's work shine. Adam is always listening to what the game and the other designers need, while having his own insights into what is needed for quality makes Adam a joy to work with.
Bart Huisman
I met Adam when I came into Starbreeze as an intern, where he was much like a mentor to me, a relationship which grew into becoming trusted peers and friends over the years that followed. Concerned with on-boarding in not just his levels, but for new recruits in the team itself, Adam is an incredibly valuable person to have on any project. He cares about the process as much as the product, and through that he empowers people around him to achieve more and think critically about the task at hand. Adam is an excellent level designer, with a great philosophy about game design in general. He works well with others and is not afraid to provide insight into better working practices as well as take the initiative when he feels things have to improve. He naturally understands the constraints and opportunities that a given toolset and group of people provide, and can navigate the interlinked structure of co-workers and their responsibilities with ease to get the job done in the best possible way. I will miss Adam tremendously as someone to bounce ideas off of, but I am happy to know he will go on to do great things and strengthen any team that will have the privilege to work with him in the future.
Acke Hallgren
Adam worked as the mission scripter on the DLC of Rage 2 which meant that him and I collaborated a lot. He took on a huge work-load by himself, and delivered on tricky technical scripting-tasks all while making other people's work shine. Adam is always listening to what the game and the other designers need, while having his own insights into what is needed for quality makes Adam a joy to work with.
Bart Huisman
I met Adam when I came into Starbreeze as an intern, where he was much like a mentor to me, a relationship which grew into becoming trusted peers and friends over the years that followed. Concerned with on-boarding in not just his levels, but for new recruits in the team itself, Adam is an incredibly valuable person to have on any project. He cares about the process as much as the product, and through that he empowers people around him to achieve more and think critically about the task at hand. Adam is an excellent level designer, with a great philosophy about game design in general. He works well with others and is not afraid to provide insight into better working practices as well as take the initiative when he feels things have to improve. He naturally understands the constraints and opportunities that a given toolset and group of people provide, and can navigate the interlinked structure of co-workers and their responsibilities with ease to get the job done in the best possible way. I will miss Adam tremendously as someone to bounce ideas off of, but I am happy to know he will go on to do great things and strengthen any team that will have the privilege to work with him in the future.
Acke Hallgren
Adam worked as the mission scripter on the DLC of Rage 2 which meant that him and I collaborated a lot. He took on a huge work-load by himself, and delivered on tricky technical scripting-tasks all while making other people's work shine. Adam is always listening to what the game and the other designers need, while having his own insights into what is needed for quality makes Adam a joy to work with.
Bart Huisman
I met Adam when I came into Starbreeze as an intern, where he was much like a mentor to me, a relationship which grew into becoming trusted peers and friends over the years that followed. Concerned with on-boarding in not just his levels, but for new recruits in the team itself, Adam is an incredibly valuable person to have on any project. He cares about the process as much as the product, and through that he empowers people around him to achieve more and think critically about the task at hand. Adam is an excellent level designer, with a great philosophy about game design in general. He works well with others and is not afraid to provide insight into better working practices as well as take the initiative when he feels things have to improve. He naturally understands the constraints and opportunities that a given toolset and group of people provide, and can navigate the interlinked structure of co-workers and their responsibilities with ease to get the job done in the best possible way. I will miss Adam tremendously as someone to bounce ideas off of, but I am happy to know he will go on to do great things and strengthen any team that will have the privilege to work with him in the future.
Acke Hallgren
Adam worked as the mission scripter on the DLC of Rage 2 which meant that him and I collaborated a lot. He took on a huge work-load by himself, and delivered on tricky technical scripting-tasks all while making other people's work shine. Adam is always listening to what the game and the other designers need, while having his own insights into what is needed for quality makes Adam a joy to work with.
Bart Huisman
I met Adam when I came into Starbreeze as an intern, where he was much like a mentor to me, a relationship which grew into becoming trusted peers and friends over the years that followed. Concerned with on-boarding in not just his levels, but for new recruits in the team itself, Adam is an incredibly valuable person to have on any project. He cares about the process as much as the product, and through that he empowers people around him to achieve more and think critically about the task at hand. Adam is an excellent level designer, with a great philosophy about game design in general. He works well with others and is not afraid to provide insight into better working practices as well as take the initiative when he feels things have to improve. He naturally understands the constraints and opportunities that a given toolset and group of people provide, and can navigate the interlinked structure of co-workers and their responsibilities with ease to get the job done in the best possible way. I will miss Adam tremendously as someone to bounce ideas off of, but I am happy to know he will go on to do great things and strengthen any team that will have the privilege to work with him in the future.
Experience
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Avalanche Studios Group
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Sweden
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Computer Games
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400 - 500 Employee
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Senior Mission Designer
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Jan 2022 - Present
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Experienced Mission Designer
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Sep 2018 - Jan 2022
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Starbreeze Entertainment
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Sweden
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Computer Games
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400 - 500 Employee
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Level Designer
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Dec 2015 - Aug 2018
I started making levels for the well established title Payday 2. I eventually moved on to outline the world of OVERKILL's The Walking Dead. Main responsibilities: - Level design - Level scripting I started making levels for the well established title Payday 2. I eventually moved on to outline the world of OVERKILL's The Walking Dead. Main responsibilities: - Level design - Level scripting
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Changemaker Educations
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Sweden
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Education Management
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1 - 100 Employee
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Level Design Teacher at Futuregames
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Sep 2015 - Nov 2015
Teaching level design to a class of 20 using Unreal Engine 4 and Sketchup. Courses: - Game Project 1 (Reviewing game progress and supervision) - Introduction to Level Design (Level design as a craft and how to create something from scratch) - Level Design Continued (Delving deeper into level design theory) Teaching level design to a class of 20 using Unreal Engine 4 and Sketchup. Courses: - Game Project 1 (Reviewing game progress and supervision) - Introduction to Level Design (Level design as a craft and how to create something from scratch) - Level Design Continued (Delving deeper into level design theory)
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Fatshark AB
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Sweden
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Computer Games
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100 - 200 Employee
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Level Designer
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Feb 2013 - Jul 2015
I had a wide area of responsbilities over four different projects, level design was my primary focus but I sometimes dealt with game design tasks at the same time. Titles include Vermintide, War of the Roses, War of the Vikings and Hamilton's Puzzle Adventure. Main responsibilities: - Level design - Level scripting - Persistence design & game balance I had a wide area of responsbilities over four different projects, level design was my primary focus but I sometimes dealt with game design tasks at the same time. Titles include Vermintide, War of the Roses, War of the Vikings and Hamilton's Puzzle Adventure. Main responsibilities: - Level design - Level scripting - Persistence design & game balance
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Teotl Studios
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Computer Games
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1 - 100 Employee
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Level Designer
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Dec 2012 - Feb 2013
I made four levels in UDK for a tutorial series focusing on lighting for PC and iOS by Sjoerd De Jong "Hourences" during my time at Futuregames. Main responsibilities: - Followed four levels from idea to release I made four levels in UDK for a tutorial series focusing on lighting for PC and iOS by Sjoerd De Jong "Hourences" during my time at Futuregames. Main responsibilities: - Followed four levels from idea to release
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Education
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FutureGames
Game Design