Big ideas.
Deep systems.
Great feel.
Building games around a clear idea—and bringing the systems, combat, and moment-to-moment feel together to deliver on it.
A career in play.
Apex Legends
A creative foundation for a character-driven battle royale, built around teamwork, communication, and making players feel famous.
Titanfall 2
Multiplayer built around fluid pilot combat, distinctive Titans, and a reworked progression structure.
Modern Warfare 2
Multiplayer systems, weapon feel, and progression, alongside project leadership for the PC version.
Call of Duty 4: Modern Warfare
Multiplayer direction, signature progression and customization systems, weapons, and campaign levels.
Titanfall
An early prototype that established the high-mobility shooter direction at the heart of Titanfall.
Medal of Honor: Allied Assault
Campaign and multiplayer levels, with visual direction for North Africa and Germany.
Unannounced Project
Game structure, major features, and rapid prototyping—from the overall vision to foundational play systems.
Call of Duty 2
Campaign level design, the North African desert look, and multiplayer direction during the final stages of development.
Call of Duty
A substantial portion of the original game’s levels, with geometry and scripting on several missions.
Call of Duty: United Offensive
Level design work on Train Bridge.
Valorant / Project Ares
Early FPS foundations for the prototype that eventually became Valorant.
Fortnite Initiatives
A distinct game experience within Fortnite and an initiative to make the world more dynamic.
Call of Duty: Infinite Warfare
A brief period directing multiplayer development.
To the Death
A “Beat’em Shmup” from a two-person studio, with hands-on work across design, art, animation, and audio.
Laser Arena
Arena levels for a small Quake-style side project between larger projects.
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Former Game Director at Gravity Well. Creative Director on Apex Legends. Multiplayer design leadership across Call of Duty and Titanfall. My work includes developing and maintaining game vision, systems design, combat design, level design, multiplayer, and rapid prototyping.
I’m drawn to distinctive features that reinforce a game’s central idea. I work from the overall structure down to the feel of a weapon, the pace of a match, or the clarity of a HUD.
Find the core idea
Define the promise and build features that support it.
Prototype the feel
Get ideas into play quickly and find what’s fun.
Make it work together
Connect systems, balance, pacing, and presentation.
Let’s make
something great.
Interested in new opportunities—and conversations about helping distinctive games find their direction.
toddalderman252@gmail.com