Michiel Werring

Lead Level Designer at Arrowhead Game Studios
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Location
Stockholm, Stockholm County, Sweden, SE
Languages
  • Nederlands Native or bilingual proficiency
  • English Native or bilingual proficiency

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Hunter Wright

My name is Hunter Wright and I am lead level designer at Starbreeze Studios. I was Michiel's boss on Overkill's The Walking Dead, and sat next to him for the last year and a half. Michiel was great to work with both as colleagues and as a direct report. He was always willing to go the extra mile to get things done and had a great sense of what is fun for the players. I could always rely on Michiel to work independently without much oversight and knew I could expect quality work from him. Michiel was primarily responsible for the map Doctor's Orders for the main game, and the DLC map, Best Served Cold. When he started Doctor's Orders had a rough layout blocked in, which Michiel then finished out the block out, reworking areas that needed improvement, as well as doing all the scripting. He also helped design the puzzles and seeing the map to completion. For Best Served Cold, Michiel was the primary designer on the map and was a huge help with establishing the flow of the map, the puzzles, and the overall feel of the level. He also mentored one of our interns which was a huge help to me as I was super busy with other tasks at the time. Michiel was well versed in all areas of design and fulfilled many different roles during my time with him. If I had to pick one role that he excels at it would probably be his scripting. He was able to make scripts for his levels that performed well and he was able to quickly fix any edge cases or problems that QA uncovered. He gives lots of updates on where things are, in addition to what he needs to make his levels work. He also took the initiative to schedule extra scrum meetings for the designers that he is working with to make sure that they were all on the same page for the Best Served Cold map. Michiel was always open to hearing my feedback and often requested that I look at stuff he was working on to make sure that it was heading in the right direction. Michiel cares a lot about the people that he works with and takes great pride in his work. I always see him helping out people with things for both work related stuff and things outside of work. He never wanted his levels to be broken or behind so he made sure to put in extra effort when necessary if he wasn't happy with something. I would have no problem recommending him for a game design position, and I feel that he would make a great addition to your studio.

Bart Huisman

Having worked closely with Michiel at Starbreeze, he impressed me from day one by his eagerness to adopt standards and best practices and a willingness to dive into the technical end. Embracing the collaborative nature of development and drawing on the resources he has, Michiel takes responsibility for his own growth: he does not ask you to do something repeatedly for him, he works to understand the issue so he can resolve it himself in the future. He will speak up when he feels something is wrong, and is dedicated to making the best product. Michiel shines on the interpersonal side. He balances a good sense of humour with his professional attitude, which makes being around him a pleasure. Dedication is the keyword again, as he is not just dedicated to his work, but also to the well-being of his friends and colleagues. Michiel makes for a great designer and I’m sure he will go on to empower many future projects with his skillset, eagerness to learn, and warm personality.

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Experience

    • Sweden
    • Computer Games
    • 1 - 100 Employee
    • Lead Level Designer
      • Jul 2022 - Present
    • Level Designer
      • May 2014 - Present

      A long-term sideproject I'm working on with fellow industry professionals and students, creating DLC-sized content for The Elder Scrolls: Skyrim on the side. Lordbound is comprised of 3 square kilometres of space, filled with over fourty new dungeons, quests and encounters. I manage the team, look after production, create new open world content, game systems, supervise the level designers and provide technical support Find more information of my work on this project in my portfolio. Show less

    • Sweden
    • Computer Games
    • 1 - 100 Employee
    • World Designer
      • Aug 2020 - Feb 2022

      Content development for Satisfactory, a First-Person Open World Factory Building game set on an alien planet. I worked on the Dune Desert and caves for its Update 4, and continued work on another biome to be released in an upcoming update. Content development for Satisfactory, a First-Person Open World Factory Building game set on an alien planet. I worked on the Dune Desert and caves for its Update 4, and continued work on another biome to be released in an upcoming update.

    • Netherlands
    • Book and Periodical Publishing
    • Level Designer
      • Dec 2019 - Jul 2020

      Level Design on Marvel's Avengers, a third person co-op action game where you play as the members of the Avengers team. Marvel's Avengers is slated for release on September 4th 2020. Level Design on Marvel's Avengers, a third person co-op action game where you play as the members of the Avengers team. Marvel's Avengers is slated for release on September 4th 2020.

    • Sweden
    • Computer Games
    • 1 - 100 Employee
    • Level Designer
      • Jun 2019 - Nov 2019

      Working on an unannounced project. Working on an unannounced project.

    • United States
    • Retail
    • Level Designer
      • Feb 2018 - Apr 2019

      Level Design for OVERKILL's The Walking Dead, a co-op survivor game where you fight to survive in the streets of Washington DC OVERKILL's The Walking Dead came out on November 6th 2018 Level Design for OVERKILL's The Walking Dead, a co-op survivor game where you fight to survive in the streets of Washington DC OVERKILL's The Walking Dead came out on November 6th 2018

    • United Kingdom
    • Computer Games
    • 700 & Above Employee
    • Level Designer
      • Jan 2016 - Dec 2016

      Level Design for Creative Assembly on Halo Wars 2, a Halo RTS where the player controls the human UNSC or alien Banished and fight for control in a campaign or PvP Halo Wars came available on February 21st 2017 for Xbox One and Windows 10. Level Design for Creative Assembly on Halo Wars 2, a Halo RTS where the player controls the human UNSC or alien Banished and fight for control in a campaign or PvP Halo Wars came available on February 21st 2017 for Xbox One and Windows 10.

    • United Kingdom
    • Entertainment
    • Game Design Trainee
      • Jul 2015 - Aug 2015

      Content development for Horizon: Zero Dawn, a third-person action RPG in which you play as a machine huntress on a quest to discover her own destiny.

    • Game Design intern
      • Sep 2014 - Jun 2015

      Content development for Horizon: Zero Dawn, a third-person action RPG in which you play as a machine huntress on a quest to discover her own destiny.

Education

  • NHTV Internationale Hogeschool Breda
    Bachelor of Engineering (B.Eng.), Game Design & Production
    2011 - 2015
  • Angelus Merula
    HAVO-Diploma
    2004 - 2010

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