Tim Stellmach
Game Credits
Production | ||||
DOOM³ (2005) | (Project Manager) | |||
Design | ||||
Underworld Ascendant (2018) | (Lead Designer) | |||
System Shock: Enhanced Edition (2015) | (Designers) | |||
Marvel Ultimate Alliance 2 (2009) | (Level Design) | |||
Spider-Man 3 (2007) | (Lead Designers) | |||
Tony Hawk's Proving Ground (2007) | (Design Director) | |||
Oasis (2005) | (Scenario Designers) | |||
Ultimate Spider-Man (2005) | (Designers) | |||
Crash Bandicoot 2: N-Tranced (2003) | (Game Design) | |||
X2: Wolverine's Revenge (2003) | (Additional Design) | |||
Thief II: The Metal Age (2000) | (Lead Designer) | |||
Thief: The Dark Project (1998) | (Lead Designer) | |||
Terra Nova: Strike Force Centauri (1996) | (Design) | |||
System Shock (1994) | (Designers) | |||
Ultima Underworld II: Labyrinth of Worlds (1993) | (Lead Design) | |||
Programming/Engineering | ||||
Thief: Gold (1999) | (Script Programming) | |||
Terra Nova: Strike Force Centauri (1996) | (Programming) | |||
Ultima Underworld II: Labyrinth of Worlds (1993) | (Programming) | |||
Quality Assurance | ||||
Deus Ex: Game of the Year Edition (2001) | (Additional Testing) | |||
Ultima Underworld: The Stygian Abyss (1992) | (Quality Assurance) | |||
Creative Services | ||||
Ultima Underworld II: Labyrinth of Worlds (1993) | (Additional Support) | |||
Ultima Underworld: The Stygian Abyss (1992) | (Additional Support) | |||
Thanks | ||||
Transformers: War for Cybertron - Autobots (2010) | (VV Special Thanks) | |||
Transformers: War for Cybertron - Decepticons (2010) | (VV Special Thanks) | |||
Guitar Hero: On Tour (2008) | (VV Special Thanks) | |||
Kung Fu Panda (2008) | (Special Thanks) | |||
Bee Movie Game (2007) | (VV Special Thanks) | |||
Shrek the Third (2007) | (QA Special Thanks) | |||
Shrek the Third (2007) | (VV Special Thanks) | |||
Spider-Man 3 (2007) | (Special Thanks) | |||
Marvel Ultimate Alliance (2006) | (Special Thanks) | |||
Over the Hedge (2006) | (VV Special Thanks) | |||
Over the Hedge (2006) | (Special Thanks) | |||
Over the Hedge: Hammy Goes Nuts! (2006) | (VV Special Thanks) | |||
Madagascar (2005) | (Special Thanks) | |||
Madagascar: Operation Penguin (2005) | (VV Special Thanks) | |||
Tony Hawk's American Sk8land (2005) | (Special Thanks To) | |||
Tony Hawk's American Sk8land (2005) | (VV Special Thanks) | |||
Ultimate Spider-Man (2005) | (VV Special Thanks) | |||
X-Men: Legends II - Rise of Apocalypse (2005) | (Special Thanks) | |||
Crash Bandicoot Purple: Ripto's Rampage (2004) | (Crash Thanks) | |||
Spyro Orange: The Cortex Conspiracy (2004) | (VV Special Thanks) | |||
Crash Nitro Kart (2003) | (Special Thanks) | |||
Disney•Pixar Finding Nemo (2003) | (Special Thanks) | |||
Disney's The Lion King 1 ½ (2003) | (Special Thanks) | |||
The Muppets: On with the Show (2003) | (Special Thanks) | |||
Spy Muppets: License to Croak (2003) | (Vicarious Visions Special Thanks:) | |||
Deus Ex (2000) | (Special Thanks (Additional Testing)) | |||
Ultima Underworld: The Stygian Abyss (1992) | (Special Thanks To) | |||
Other | ||||
Underworld Overlord (2018) | (Wizard) | |||
Developer Biography
(Exerpted from Interview with Tim Stellmach on Breaking In)
I started out as a playtester for Blue Sky Productions on Ultima Underworld: The Stygian Abyss. I'd gone to school with Doug Church and Jon Maiara, a couple of the programmers on the project at the time, and I expressed an interest in what they were doing. The job involved a lot of playing the game, often repeatedly playing the same scenario trying to isolate the specific circumstances that caused a bug, which takes a lot of perseverance. As the developer's playtest group expanded I ended up coordinating the process, building and managing a database of trouble reports.
After Ultima Underworld, I had my foot in the door when they started hiring designers for Ultima Underworld II. Back in those days the job description of full-time game designer was still fairly new, so I was able to jump straight to the position of lead designer (in a group of three). I was then a designer on the games System Shock and Terra Nova, and then started being a lead designer again, only this time on original projects like Thief: The Dark Project (as opposed to my post on Underworld II, a sequel). All of this constituted eight years or so at the same company, Looking Glass Studios, which only ended when they went out of business. I did some consulting while searching for a new job, looking to do something a bit different, and finally settled on my current position at Vicarious Visions.
Last updated: Nov 23, 2003
Portrait

Tim Stellmach
Senior Designer
Vicarious Visions
Related Sites
- Tim Stellmach -- The developer's design blog.