Brian Traugott

Brian Traugott headshot
Cohort

1

Graduation Year

2004

Specializations

Level Design

Website

Credits

Work Experience

Sr Level Designer, Epic Games
Senior Level Designer 2, Blizzard Entertainment
Lead Level Designer / Halo Infinite, 343 Industries
Lead Level Designer / The Division / The Division 2, Red Storm Entertainment
Senior Level Designer / Elder Scrolls Online, ZeniMax Online Studios
Level Designer / Level Art, SAIC
Terrain Artist / Warhammer Online, EA Mythic
Level Designer / Spiderman 3 / X-Men Legends, Vicarious Visions

Professional Games Shipped

Halo: Infinite - Campaign (2021, Xbox Series)
Halo: Infinite - Multiplayer (2021, Windows)
Tom Clancy's The Division (2016, Windows)
The Elder Scrolls Online (2014, Windows)
X-Men: Legends II - Rise of Apocalypse (2005, PSP)
Warhammer Online: Age of Reckoning (2008, Windows)
Spider-Man 3 (2007, PlayStation 2)
Spider-Man 3 (2007, Wii)
Tom Clancy's The Division 2 (2019, Windows)
WarCraft Rumble (2023, iPad)
Diablo IV (2023, Windows)
Fortnite BR
Lego Fortnite 

Q & A with Brian

Tell us the best part about your position.
I get to create worlds in a universe that is always growing and evolving.

Why did you choose to get your education from the Guildhall?
I needed a structured environment that could help me understand all of the complexities of game development. The guildhall offered that and gave me direct access to developers which ultimately lead me to getting my first job.

How did the Guildhall prepare you for your career in gaming, and what impact has it had on your life?
It allowed me to get a fundamental base of knowledge that I could grow from. It also gave me a safe place where I could design / iterate without the pressures of production altering my concepts. It started everything. I have been in the industry now for 15 years now and it all started with an application to the Guildhall.

What is your favorite Guildhall memory?
The team project was the best. We had a solid deliverable that a group of people worked on relentlessly for months. It was hard, but was a labor of love that helped me understand the dynamics of working as a team.

What is the most interesting or enjoyable thing you have gotten to do in your career?
I have made many trips to partner studios all over the world. I love the opportunities that this career path has allowed me to engage in and I would not change it for the world.

Describe your experience at the Guildhall.
Two and a half years of focused development fueled by excitement and intrigue.