Find me at:
Michiel Werring Tech/Level Design
  • Portfolio
    • Helldivers 2
    • Satisfactory
    • OVERKILL's: The Walking Dead
    • Halo Wars 2
    • Horizon: Zero Dawn
    • Skyrim Mod: Lordbound >
      • Developing a City
    • Fallout 3 Mod: The Safe >
      • Developing a Combat Area
      • Developing a Handheld Mortar
  • Resume
  • About Me
  • Leadership

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References

Michael How
Lead Level Designer at Creative Assembly


Available by e-mail:
[email protected]
James Kneuper
Principal Quest Designer at Guerrilla Games

Available by E-mail:

   [email protected]

Recommendations:

Starbreeze Studios
  OVERKILL's the Walking Dead

2018 to 2019
Hunter Wright
Lead Level Designer at Starbreeze Studios

"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
Technical Designer at Starbreeze Studios
"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."

Arie Gijsenbergh
Level Designer at Starbreeze Studios

"I had the pleasure to work with Michiel at Starbreeze on Overkill's The Walking Dead on both the main game & its DLC's.

Michiel works at a very high standard and takes a lot of responsibility over his work which is something he proved in particular during the development of the last DLC. Michiel was the main responsible level designer on this DLC & lead a pod (strike team) of several designers to complete this level as well as mentoring an intern at the time. This DLC level managed to give the players more agency and introduce more coop mechanics which made it one of the more varied missions in the game.

Michiel is technical, thrives under pressure and very friendly as well which makes him a great colleague to work with!"

Owen Evans
Level Designer at Starbreeze Studios
"It was a pleasure working with Michiel at Starbreeze studios. He was open minded and creative in his approach to solving problems within his or others levels. He gave constructive feedback and vice versa was able to take criticism, always with a keen desire for improving levels so players would love the experience. He was a friend as well as a colleague, and I would not hesitate to recommend him."

Creative Assembly
  Halo Wars 2

2016
Lewis Macguire
Senior Tech Designer at Creative Assembly

"It is rare to come across someone with the combination of the technical and creative skills, alongside the genuine care both for the craft and his colleagues that Michiel brought to our team. I was thoroughly impressed with the speed with which Michiel adapted to a non-standard tool set, and went on to create great levels and complex script systems with minimal assistance from the technical design team. His understanding and mastery of the tools developed so well and so quickly that he independently provided training and mentoring for new trainees in the tools when time amongst the technical design team was short. Michiel’s passion for the games he works on extends beyond the workplace - I for one will miss learning new board games and strategies with him over lunch time and out of work events, as well as missing my Elite wingmate!

Michiel would make a great asset to any team looking for a technically skilled and creatively gifted level designer, and any team that values passion for the craft, and comes with my strongest recommendations.,,

Alan Thomas
Senior Artist at Creative Assembly

"I had the pleasure of working directly with Michiel on several levels of Halo Wars 2. On a personal level he was a great guy to work with and I would love to be able to work with him again in the future. Some people just really understand that making games is a collaborative effort. Michiel is one of those. Hardworking, considerate to other disciplines, full of great ideas and able to implement them too. A great guy to have on any team!,,
Catherine Woolley
Senior Level Designer at Creative Assembly

"I was fortunate to interview Michiel for the Level Designer role he took up at Creative Assembly, from his interview we could tell he could be a great asset to the team.

Luckily we were not wrong, I sat next to Michiel for six months, where I helped keep an eye over him whilst he settled in. He took to the custom in-house toolset with minimal time and was able to start creating mission scripts very shortly after picking up the tools. He was always happy to take on additional work and would carry it out with a very critical eye, ensuring that every element of it was up to scratch.

While carrying out his work to a very high standard he was also managing to handle overseeing Lordbound outside of work, managing university students and the project. Which always felt like a great way to help out future game developers (students) while maintaining a project outside of work.

Michiel was never afraid to ask questions when there were answers needed, or to criticize his own, or others work. He was always willing to help others and was always willing to discuss and communicate with everyone when needed.

He was a great asset to the design team and I can see him being a great asset to whichever team he joins next!
.,,

Guerrilla Games Amsterdam
  Horizon: Zero Dawn

2014 to 2015
Patrick Munnick
Senior Producer at Guerrilla Games.
"As a producer I worked with Michiel on Horizon: Zero Dawn. I got to know Michiel as a real team player who owns an area of the game and is driven to bring it to completion and deliver the best possible content. He is eager to learn new things and always willing to share his knowledge with others. I enjoyed working with him! ,,
Floris Kooij
Lead Level Designer at Guerrilla Games.
"It has been great having Michiel help us as an intern. He was pretty much thrown in the deep end, but kept his head above water and adapted to our tools quickly. He has been steadily improving the whole time. He works hard, is enthusiastic about his work and on top of that he is always cordial, cheerful and eager to help out. ,,
Laurens Simonis
Senior Technical Designer a Guerrilla Games.
"Michiel is an awesome guy to work with. He is very diligent. If there was a technical issue he needed my help with, he would describe very clearly what it was he was trying to achieve, what he did to try and achieve it, and what failed. He was very open to my suggestions and try those. If there was a bug in code from another department, and I asked him to try a few things & document the result, I got the best feedback and report I could wish for. I wish all designers were as methodical and thorough in this respect as Michiel. A pity to see him leave us. ,,
James Kneuper
Principal Designer at Guerrilla Games.
"Working with Michiel has been a pleasure. His designs are well thought out, he takes feedback in stride, and is eager to both learn and share his knowledge. Working on Horizon: Zero Dawn, Michiel took on challenges well beyond what would be expected of his position and delivered time and again. I recommend Michiel without reservation and hope to have the opportunity to work with him again in the future. ,,
Ben McCaw
Senior Writer at Guerrilla Games.
"I worked with Michiel at Guerrilla Games, where he was responsible for designing and building random encounters for Horizon: Zero Dawn. I was continually impressed by his work ethic, enthusiasm, and attention to detail. He worked hard to create fun, believable encounters that covered all the bases for an open-world game. On a personal level, I found him to be affable, funny, and always willing to learn. I would recommend him for any AAA team. ,,

Skyrim Mod: Lordbound
  Sideproject

2014 to 2019
Daniel Lewis
Game Designer at Outplay by day;
Level Designer for Lordbound by night.
"Michiel has thrown himself at the challenge of producing an ambitious DLC-sized content modification for TESV: Skyrim with incredible gusto, passion and discipline. As project lead he has done a remarkable job of not only keeping the team together, focused and on target, but also in keeping in touch with its design, providing feedback and direction and leading its overall vision during the collaboration.

In his design work he always shows good attention to detail, keeping both gameplay and 'feel' of the areas in mind, and is always receptive to, and acts on received feedback across all areas of design, from levels and quests, to narrative and artistic directions. It is a testament to the many hats Michiel wears that the project continues to move from strength to strength. ,,
Elena Knödler
Level Designer at Crytek by day;
Level Designer for Lordbound by night.
"As part of his modding team, I had the pleasure of working with Michiel. His sophisticated grasp of level design principles and his ability to balance between professionalism and amusement during review and scrum meetings create an enjoyable but productive atmosphere. His detailed feedback on changes he would like to see in the levels are well-founded and, in my opinion, Michiel’s highest skills lie at this moment with environmental storytelling and player flow. His abilities surrounding team management’s many aspects have well improved over the time I've known him, learning how to keep even a team of volunteers productive.

For all these reasons and for his ambitious drive to create, I am sure he will be a fine addition to any team either in the position of level designer or in a management position. ,,
Conrad Stroebel
​
Intern at Force Field VR by day;
Level Designer for Lordbound by night.
"Working with Michiel as World Lead and Level Designer on Lordbound has been an enjoyable experience. He is an easy to work with, competent, friendly designer that strives to deliver the best quality on all his tasks. He is very meticulous in his work, and has proven to be able to handle heavy workloads without sacrificing quality and time with the team. With a can-do attitude and ability to learn and take on new pipelines, I would easily recommend him to anyone."
James Brown, Dungeon Designer
"From progress maps to level design and environmental storytelling, Michiel continues to improve the projects overall quality along through his proficiency."
Nicholas Lamb, Core/System Designer
"He cultivates professionalism in himself and in his teammates. In the various technical, logistical and personnel challenges that Lordbound has encountered, Michiel has gotten up to tackle each one in turn."
Rebecca Dastina Falktorp, Level Designer
"Michiel has shown great knowledge about identifying problems in tools and pipelines, and shown fortitude developing solutions to create a better work environment for the rest of the team.​"
Luci Holland, Composer
​"It's been a pleasure working with him on Lordbound - he really respects the value of artists and their work, and puts the energy & well-being of his team first to ensure the project is something everyone will be proud of.​​"
Arcanuum (Alias), Illustrator
"Michiel is able to provide meaningful constructive critisism to his teammates' work so they can deliver the best quality.​"
Theodore Hilhorst, Dungeon Designer
"Michiel is a positive force within the team ensuring that everyone receives all necessary information while keeping meetings short and efficient​."​

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