Ulrika Tegtmeier
Quest Designer at CD PROJEKT RED- Claim this Profile
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English Native or bilingual proficiency
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German Native or bilingual proficiency
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Icelandic Professional working proficiency
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French Elementary proficiency
Topline Score
Bio
Felix Günther
I had the pleasure to work with Ulrika on the survival horror game U55 - END OF THE LINE. In her role as level designer she was responsible for the general structure of the levels as well as the proper placement, introduction and narrative inclusion of NPCs and enemies. She brought along a wide knowledge of narrative concepts which helped her to adapt easily on the project's properties. While she can focus on leading the player "efficiently" through the game and introduce him to the game world, she also has a keen eye on new ways of how to intertwine gameplay, level design and storytelling, regarding new trends or experimental approaches. This, together with her profound knowledge of the games industry, makes her in her role as level designer very versatile. I first met her through the production of U55 and even after our collaboration ended I consider her a competent designer and a good friend. If given the chance I would work with her together again.
Malte M. Boettcher
Ulrika's way of approaching story-driven gameplay is very innovative and refreshing. Where other designers ask "What can be told by text messages and dialogues?" Ulrika turns it on its head and tries to tell as much as possible without dialogues or texts. Narrative and staying true to our core audience of horror literature fans was very important to us and out of all candidates Ulrika's concept offered the best mixture of user controlled gameplay, cutscenes and innovative ideas. Exciting, but always easy to understand by the player. Working with her was enjoyable, uncomplicated and fun and I can recommend her to the fullest extend! "
Felix Günther
I had the pleasure to work with Ulrika on the survival horror game U55 - END OF THE LINE. In her role as level designer she was responsible for the general structure of the levels as well as the proper placement, introduction and narrative inclusion of NPCs and enemies. She brought along a wide knowledge of narrative concepts which helped her to adapt easily on the project's properties. While she can focus on leading the player "efficiently" through the game and introduce him to the game world, she also has a keen eye on new ways of how to intertwine gameplay, level design and storytelling, regarding new trends or experimental approaches. This, together with her profound knowledge of the games industry, makes her in her role as level designer very versatile. I first met her through the production of U55 and even after our collaboration ended I consider her a competent designer and a good friend. If given the chance I would work with her together again.
Malte M. Boettcher
Ulrika's way of approaching story-driven gameplay is very innovative and refreshing. Where other designers ask "What can be told by text messages and dialogues?" Ulrika turns it on its head and tries to tell as much as possible without dialogues or texts. Narrative and staying true to our core audience of horror literature fans was very important to us and out of all candidates Ulrika's concept offered the best mixture of user controlled gameplay, cutscenes and innovative ideas. Exciting, but always easy to understand by the player. Working with her was enjoyable, uncomplicated and fun and I can recommend her to the fullest extend! "
Felix Günther
I had the pleasure to work with Ulrika on the survival horror game U55 - END OF THE LINE. In her role as level designer she was responsible for the general structure of the levels as well as the proper placement, introduction and narrative inclusion of NPCs and enemies. She brought along a wide knowledge of narrative concepts which helped her to adapt easily on the project's properties. While she can focus on leading the player "efficiently" through the game and introduce him to the game world, she also has a keen eye on new ways of how to intertwine gameplay, level design and storytelling, regarding new trends or experimental approaches. This, together with her profound knowledge of the games industry, makes her in her role as level designer very versatile. I first met her through the production of U55 and even after our collaboration ended I consider her a competent designer and a good friend. If given the chance I would work with her together again.
Malte M. Boettcher
Ulrika's way of approaching story-driven gameplay is very innovative and refreshing. Where other designers ask "What can be told by text messages and dialogues?" Ulrika turns it on its head and tries to tell as much as possible without dialogues or texts. Narrative and staying true to our core audience of horror literature fans was very important to us and out of all candidates Ulrika's concept offered the best mixture of user controlled gameplay, cutscenes and innovative ideas. Exciting, but always easy to understand by the player. Working with her was enjoyable, uncomplicated and fun and I can recommend her to the fullest extend! "
Felix Günther
I had the pleasure to work with Ulrika on the survival horror game U55 - END OF THE LINE. In her role as level designer she was responsible for the general structure of the levels as well as the proper placement, introduction and narrative inclusion of NPCs and enemies. She brought along a wide knowledge of narrative concepts which helped her to adapt easily on the project's properties. While she can focus on leading the player "efficiently" through the game and introduce him to the game world, she also has a keen eye on new ways of how to intertwine gameplay, level design and storytelling, regarding new trends or experimental approaches. This, together with her profound knowledge of the games industry, makes her in her role as level designer very versatile. I first met her through the production of U55 and even after our collaboration ended I consider her a competent designer and a good friend. If given the chance I would work with her together again.
Malte M. Boettcher
Ulrika's way of approaching story-driven gameplay is very innovative and refreshing. Where other designers ask "What can be told by text messages and dialogues?" Ulrika turns it on its head and tries to tell as much as possible without dialogues or texts. Narrative and staying true to our core audience of horror literature fans was very important to us and out of all candidates Ulrika's concept offered the best mixture of user controlled gameplay, cutscenes and innovative ideas. Exciting, but always easy to understand by the player. Working with her was enjoyable, uncomplicated and fun and I can recommend her to the fullest extend! "
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Experience
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CD PROJEKT RED
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Poland
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Computer Games
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700 & Above Employee
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Quest Designer
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Feb 2022 - Present
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Fast Travel Games
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Sweden
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Entertainment
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1 - 100 Employee
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Senior Level Designer
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Aug 2021 - Dec 2021
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Star Stable Entertainment AB
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Sweden
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Entertainment
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100 - 200 Employee
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Level Designer
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Aug 2017 - Jul 2021
• Quest Creation from concept to release using proprietary tools• Implementation of narrative and design vision on a detailed level • Development of new and seasonal Game Areas from concept to release • Quest Creation from concept to release using proprietary tools• Implementation of narrative and design vision on a detailed level • Development of new and seasonal Game Areas from concept to release
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Adventure Corner
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Computer Games
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1 - 100 Employee
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Editor-in-chief
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Oct 2008 - Jul 2017
• Managing Adventure Corner staff• Managing publisher and developer relations• Editing, translating and proof-reading of articles• Planning of special features, interviews and team events • Managing Adventure Corner staff• Managing publisher and developer relations• Editing, translating and proof-reading of articles• Planning of special features, interviews and team events
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Ubisoft
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France
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Computer Games
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700 & Above Employee
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Development Tester
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Mar 2016 - Sep 2016
• Bug tracking on Assassins Creed Origins in build and engine• Creation and maintenance of reports and tracking documentation• Production benchmark QC coordination• General support of Mission Design team • Bug tracking on Assassins Creed Origins in build and engine• Creation and maintenance of reports and tracking documentation• Production benchmark QC coordination• General support of Mission Design team
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Effective Evolutions
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Germany
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Computer Games
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Narrative Designer
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Aug 2013 - Jan 2015
• Creation of Blueprint to define game progression on "U55- END OF THE LINE"• Development of narrative structure, episodic content and characters• Development of mission structures, types and mission design• Integration and scripting of level events with Kismet• Writing and maintaining of design documentation • Creation of Blueprint to define game progression on "U55- END OF THE LINE"• Development of narrative structure, episodic content and characters• Development of mission structures, types and mission design• Integration and scripting of level events with Kismet• Writing and maintaining of design documentation
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TU Braunschweig
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Germany
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1 - 100 Employee
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Academic Research Assistant
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Apr 2011 - Apr 2012
• Assistance in development and balancing of business game “Holistic” • Organization and execution of testing sessions of the game with engineering students• Presentation of the game at academic conferences • Assistance in development and balancing of business game “Holistic” • Organization and execution of testing sessions of the game with engineering students• Presentation of the game at academic conferences
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Self- Employed
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Real Estate
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1 - 100 Employee
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Production Assistant
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Aug 2007 - Mar 2011
• Quality Assurance, Gameplay Testing and Localization Assistance• Coordination and scheduling of gameplay and localization tests• Communication with and coordination of QA Testers• Maintaining of testing documentation, bug databases Shipped titles include:• Haunted (2011)• Runaway 3 - A Twist of Fate (2009)• The Book of Unwritten Tales (2009)• A Vampyre Story (2008)• Edna and Harvey: The Breakout (2008)• Experience 118 (2008) • Quality Assurance, Gameplay Testing and Localization Assistance• Coordination and scheduling of gameplay and localization tests• Communication with and coordination of QA Testers• Maintaining of testing documentation, bug databases Shipped titles include:• Haunted (2011)• Runaway 3 - A Twist of Fate (2009)• The Book of Unwritten Tales (2009)• A Vampyre Story (2008)• Edna and Harvey: The Breakout (2008)• Experience 118 (2008)
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Editor
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Mar 2003 - Aug 2008
• Writing and editing of reviews, previews and specials about classic and modern adventure games• Conducting, transcribing and editing of interviews• Maintaining game database• Design of website layout and style • Writing and editing of reviews, previews and specials about classic and modern adventure games• Conducting, transcribing and editing of interviews• Maintaining game database• Design of website layout and style
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dtp entertainment AG
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Computer Games
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1 - 100 Employee
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Senior Tester
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Oct 2005 - Sep 2007
• Quality Assurance, Gameplay Testing, Localization Assistance• Evaluation of potential titlesShipped titles include:• So Blonde • Undercover: Doppeltes Spiel • Dreamfall: The Longest Journey
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PR Assistant (Internship)
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Jul 2005 - Oct 2005
• Gameplay testing and localization assistance for “80 Days”• Presentation of dtp games at Gamescom 2005 and E3 2006• Organization of press events, preparation of press materials and texts• Community coordination
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Education
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Vancouver Film School
Diploma, Game Design -
Hochschule für Bildende Künste Braunschweig
Media Studies