Ben Stoddard Download Resume Email me My LinkedIn Profile

About Me

Hello, I first started creating levels for a game called Lode Runner back when computers used 5 ¼" floppy disks. Apparently it was one of the first games ever that released with a level editor. I was probably 5 or 6 years old at the time. In college, when Neverwinter Nights was released, I made a bunch of dorky levels with their released toolset. That was when I real ized that this is what I wanted to do for a career and started getting serious about game design from a more technical standpoint. I am always open to discussing new work opportunities. Feel free to contact me.

Lost Boys Interactive


Role: Senior Level Designer

Responsibilities: I worked on 4 separate projects during my time at Lost Boys Interactive, and had very broad responsibilities, ranging from level design, mission design, gameplay scripting, encounter design, prototyping gameplay, creating key systems, etc.

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Mafia 3

Mafia 3 is an open world third person shooter game set in a fictional 1960's New Orleans.


Role: World Designer

Responsibilities: The world design team had very broad responsibilities, generally owning everything that was not part of a mission or a shop interior space. This included general layout of the entire city, all racket activities, set dressing contact locations, hidden item locations, set dressing everywhere, and generating cover. Some light scripting was done as activities changed locations or were cut for map marker locations and general progression milestone checks.

Ownership of areas shifted continously throughout development, so while I had some work on other areas that aren't shown here, I was largely responsible for a racket and connected activities in four districts.

These were largely combat spaces narratively connected to a specific racket.
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Tomb Raider (2013)

Tomb Raider is a third person action adventure game set on the island of Yamatai.



Role: Designer


Responsibilities: I was hired as a generalist Designer and scripting became the bulk of my personal duties. But the reach was across multiple areas of the game. This varied from creating specific entity objects like floating debris to scripting audio conversations between enemies to prototyping gear items for the player character to obtain through the game.

Eventually I landed on the narrative design team and was focusing mostly on narrative performances of enemies when they were not in active combat with the player character. This can range from a simple animation to conversations to creating an army of enemies in a single room
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Various Personal Work

Non professional design work



Just my collection of personal projects. All made using Source (so far) with stock assets from Valve unless noted specifically


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