Join our Discord to chat with fellow friendly gamers and our knowledgeable contributors!

Steffen Itterheim

Game Credits


SpellForce: Shadow of the Phoenix (2004)   (Content Manager)


SpellForce: Platinum Edition (2005)   (Content Manager)
SpellForce: The Breath of Winter (2004)   (Content Manager)
SpellForce: The Order of Dawn (2003)   (Lead Content Designer)
Santa Claus Jr. Advance (2002)   (Level Design)
Die Maus: Verrückte Olympiade (2001)   (Level Design)
Dave Mirra Freestyle BMX (2000)   (Game Design)
Armorines: Project S.W.A.R.M. (1999)   (Level / Scenario Design)


BattleForge (2009)   (Gameplay Programming)
SpellForce 2: Dragon Storm (2007)   (Script Engineer)
SpellForce 2: Shadow Wars (2006)   (Script Engineer)
Ragdoll Matrix (2004)   (With)
Santa Claus Junior (2001)   (Game Logic & KI)
Dave Mirra Freestyle BMX (2000)   (Programming)


SpellForce: The Order of Dawn (2003)   (Scripting)

Quality Assurance

Balls of Steel (1997)   (Beta Testers)

Developer Biography

I am Lead Level Designer @ NEON Studios Frankfurt/M. (Germany), a JoWood Company.

Games I worked on as a professional at NEON Studios since July '99: Armorines (GBC - Level Design, Scripting) Dave Mirra Freestyle BMX (GBC - Scripting, Level Design) Superman (GBC, cancelled - Scripting) Die Maus 2 (GBC, for german market only - Scripting, LD) Santa Claus Junior (GBC - Scripting)

So the job description Level Designer doesn't quite fit because I do a lot of scripting/programming, too. In the above games that mainly meant scripting enemy behaviors (you could even call it AI ) as well as scripting frontends and game logic in general.

Previous hobbyist works include several levels and MODs for Quake 1/2 and DooM Levels like "Death on Earth v2.0" as well as hundreds of video walkthroughs for all major 3D FPS games (all Doom and Quake versions, Duke3D, Shadow Warrior, etc.). So you see, I'm an avid 3D FPS shooter fan!

I did playtesting for Balls of Steels and Shadow Warrior (both Apogee/3D Realms) when i was CoSysop in their Compuserve Forum.

I also contributed to various Level Design Books (Duke3D, Quake, Deathmatch Manifesto), made several FAQs (mainly on Duke3D) and held courses on ZDNet about Duke3D Level Design.

I was generally very involved in the community since '94 until i started working full time at NEON Studios in '99. Back then I was better known under the general nickname "The Addict" (or: Duke Addict, DooM Addict).

Last updated: Oct 25, 2001