Website powered by
Sjors Janssen
Lead Level Designer / Senior Level Artist
Heiloo, Netherlands

Summary

15+ year games industry veteran. I specialize in (tactical) first person shooters. I enjoy working on projects big or small and I enjoy working with creatives outside of games. I'm open minded - let's talk!

15 years professional level designer, 8 shipped titles on console, VR, PC/Steam, mobile.
- Lead level designer at Tiny Wizard
- Senior level artist at Vertigo Studios
- Lead level designer/level artist for Tannenberg and Verdun (M2H/BlackMill).
- Creative director on Final Run for iPhone 4
- External producer for Trapped Dead (Headup Games).
- Level designer/gameplay scripter for DRIVER: San Francisco (Ubisoft Reflections)
- Level designer/scripter on Fairytale Fights (Playlogic).
- Level designer/gameplay scripter for Killzone 2 (SONY Guerrilla).
- Additional 6 years modding community level designer.

Skills:
- Game and Level design
- Environment art
- C# programming
- 3D modelling
- Texturing

Specialties:
- Tactical
- Architecture and construction
- 1900s rural

Personal facts:
- I collect retro games
- I'm a huge fan of Factorio which I enjoy with friends, currently playing the space exploration mod
- I enjoy speed cycling, mountain biking, running and fitness, occasionally I go bouldering or swimming
- I plan on getting into permaculture
- I am subscribed to over 100 YouTube channels and have not owned a TV subscription for 10 years
- I speak Dutch and English, I can make myself understood in Swedish and German, I have been taught French and I'm currently studying Russian at a leasurely pace
- My favourite film directors are Aki Kaurismäki and Andrei Tarkovsky
- My favourite game is S.T.A.L.K.E.R. - Call of Pripyat

Skills

Level DesignEnvironment artPlanningGame ProductionOrganisation

Software proficiency

Blender
Blender
Maya
Maya
Photoshop
Photoshop
Unity
Unity
Visual Studio
Visual Studio
Jira
Jira
VSCode
VSCode

Productions

    • Video Game
      After the fall
    • Year
      2021
    • Role
      Senior level artist
    • Company
      Vertigo Studios
    • Video Game
      Tannenberg
    • Year
      2019
    • Role
      Lead level designer
    • Company
      WW1 Game Series
    • Video Game
      Verdun
    • Year
      2015
    • Role
      Lead level designer / Environment artist
    • Company
      WW1 Game Series
    • Video Game
      Final Run
    • Year
      2012
    • Role
      Creative director
    • Company
      Rotor Games
    • Video Game
      Trapped Dead
    • Year
      2011
    • Role
      External producer
    • Company
      Headup Games
    • Video Game
      Driver: San Francisco
    • Year
      2011
    • Role
      Level designer / LUA Scripter
    • Company
      Ubisoft Reflections
    • Video Game
      Fairytale Fights
    • Year
      2009
    • Role
      Level designer
    • Company
      Playlogic
    • Video Game
      Killzone 2
    • Year
      2009
    • Role
      Junior level designer
    • Company
      Sony Computer Entertainment Europe: Guerrilla

Experience

  • Freelance level designer / indie game developer at Rotor Games
    Heiloo
    July 2010 - February 2020

    Freelance (Lead) level designer on Verdun and Tannenberg 2013 - 2020

    Direction and design for 3D driving action game iOS Final Run (self published in Q1 2012)

    Freelance External producer with Headup Games working on Trapped Dead (2010)

  • Level designer at Ubisoft Reflections
    Newcastle upon Tyne
    April 2010 - July 2010

    Level scripting and design for driving action game DRIVER San Francisco for PS3, Xbox 360, PC and Mac.

  • Level designer at Playlogic Game Factory
    Breda
    April 2009 - March 2010

    Level design for unannounced title.

    Responsibilities: Level design, game design prototyping, technical prototyping and scripting feature requests.

    Level design for Fairytale Fights (Retail and DLC); Platform Hack’N’Slash for Xbox 360, PS3 and PC.

    Responsibilities: Level Design/Scripting (quest/PvP), High-level design, mechanic prototyping, mini-boss design, directing external artists, environment functionality and readability.

  • Junior Level Designer / Scripter at Guerrilla
    Amsterdam
    November 2007 - December 2008

    Single player Level Design for Killzone 2 for the Sony PlayStation 3.

    Responsibilities: Single player Level Design, gameplay scripting (LUA), providing feedback to the AI department, feature requests and implementation, asset introductions, environment functionality and readability, dialogue drafts and implementation, AI navigation, game testing, game wide bug fixes, tools requests/testing.