GAME DIRECTION / DESIGN / FEEL

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.

TODD ALDERMANDesigning games since 1999
SELECTED CREDITS
Apex LegendsTitanfallCall of DutyMedal of Honor
01 / FULL ARCHIVE

A career in play.

15 projects / 1999–Present
Respawn Entertainment01 / DESIGN ARCHIVE
APEX
2017–2020Game design / Direction
Creative Director2017–2020

Apex Legends

A creative foundation for a character-driven battle royale, built around teamwork, communication, and making players feel famous.

Respawn Entertainment02 / DESIGN ARCHIVE
TITANFALL 2
2015–2017Game design / Direction
Lead Multiplayer Designer2015–2017

Titanfall 2

Multiplayer built around fluid pilot combat, distinctive Titans, and a reworked progression structure.

Infinity Ward03 / DESIGN ARCHIVE
MODERN WARFARE 2
Within 2002–2010 tenureGame design / Direction
Lead Designer · PC Project LeadWithin 2002–2010 tenure

Modern Warfare 2

Multiplayer systems, weapon feel, and progression, alongside project leadership for the PC version.

Infinity Ward04 / DESIGN ARCHIVE
MODERN WARFARE
Within 2002–2010 tenureGame design / Direction
Lead Multiplayer DesignerWithin 2002–2010 tenure

Call of Duty 4: Modern Warfare

Multiplayer direction, signature progression and customization systems, weapons, and campaign levels.

Respawn Entertainment05 / DESIGN ARCHIVE
TITANFALL
2010–2012Game design / Direction
Lead Game Designer2010–2012

Titanfall

An early prototype that established the high-mobility shooter direction at the heart of Titanfall.

2015, Inc.06 / DESIGN ARCHIVE
ALLIED ASSAULT
1999–2002Game design / Level design
Level Designer1999–2002

Medal of Honor: Allied Assault

Campaign and multiplayer levels, with visual direction for North Africa and Germany.

Gravity Well07 / DESIGN ARCHIVE
GRAVITY WELL
2022–PresentGame design / Direction
Game Director2022–Present

Unannounced Project

Game structure, major features, and rapid prototyping—from the overall vision to foundational play systems.

Infinity Ward08 / DESIGN ARCHIVE
CALL OF DUTY 2
Within 2002–2010 tenureGame design / Direction
Level Design · Multiplayer DirectionWithin 2002–2010 tenure

Call of Duty 2

Campaign level design, the North African desert look, and multiplayer direction during the final stages of development.

Infinity Ward09 / DESIGN ARCHIVE
CALL OF DUTY
Within 2002–2010 tenureGame design / Level design
Level DesignWithin 2002–2010 tenure

Call of Duty

A substantial portion of the original game’s levels, with geometry and scripting on several missions.

Infinity Ward tenure10 / DESIGN ARCHIVE
UNITED OFFENSIVE
Within 2002–2010 tenureGame design / Level design
Level DesignWithin 2002–2010 tenure

Call of Duty: United Offensive

Level design work on Train Bridge.

Riot Games11 / DESIGN ARCHIVE
PROJECT ARES
2014–2015Game design / Combat
Principal Game Designer2014–2015

Valorant / Project Ares

Early FPS foundations for the prototype that eventually became Valorant.

Epic Games12 / DESIGN ARCHIVE
FORTNITE
2020–2021Game design / Direction
Lead Designer2020–2021

Fortnite Initiatives

A distinct game experience within Fortnite and an initiative to make the world more dynamic.

Infinity Ward13 / DESIGN ARCHIVE
INFINITE WARFARE
February–May 2015Game design / Direction
Multiplayer Project DirectorFebruary–May 2015

Call of Duty: Infinite Warfare

A brief period directing multiplayer development.

Scary Mostro14 / DESIGN ARCHIVE
TO THE DEATH
2012–2014Game design / Direction
Co-Founder2012–2014

To the Death

A “Beat’em Shmup” from a two-person studio, with hands-on work across design, art, animation, and audio.

2015, Inc.15 / DESIGN ARCHIVE
LASER ARENA
Within 1999–2002 tenureGame design / Level design
Level DesignerWithin 1999–2002 tenure

Laser Arena

Arena levels for a small Quake-style side project between larger projects.

02 / HOW I WORK

The big picture.
The small details.
Both matter.

Explore my career

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.

Game visionMultiplayerCombat & game feelSystems & progressionRapid prototypingLevel designUI / UX
01

Find the core idea

Define the promise and build features that support it.

02

Prototype the feel

Get ideas into play quickly and find what’s fun.

03

Make it work together

Connect systems, balance, pacing, and presentation.

03 / NEXT CHAPTER

Let’s make
something great.

Interested in new opportunities—and conversations about helping distinctive games find their direction.

toddalderman252@gmail.com