Thomas BelottiPrincipal Game Designer · Guerrilla

Game design · Based in Europe

Thomas
Belotti

Present Principal Game Designer, Guerrilla

Game designer with 14 years in AAA open worlds at Rockstar and Guerrilla, from narrative single-player quests to gameplay-first multiplayer modes. Level design, quest design and scripting, end to end.

Released projects

Five shipped titles. Each page breaks down what I pitched, built and scripted.

About

I'm a Principal Designer with a career in AAA open world games. At Rockstar and Guerrilla I've created work I'm proud of and contributed to launches enjoyed by millions of players. I've been extremely lucky to be surrounded by talented developers who push me to get better at every step.

I've designed a wide range of levels: narrative-driven single player quests, open world activities, multiplayer missions and multiplayer game modes. That breadth has taught me how single and multiplayer differ, and how to design with that in mind.

I'm endlessly curious about every part of game development. I'd rather experiment, fail and succeed hands-on than have someone solve it for me. My expertise is level and quest/mission design, but I've taken every chance to try system design, game design and interactive object design. I've also developed a strong appreciation for scripting, writing scripts that serve my needs and help other designers with theirs.

Working with proprietary engines at Rockstar and Guerrilla taught me to adapt quickly to new tools, workflows and design philosophies, and my curiosity pushes me to master them and find better, more efficient ways to work.

I love mentoring junior designers. Even when busy, I make time to talk through challenges, explain the reasoning behind solutions, and help them realize their own ideas within project goals. Better that it's 75% there and theirs than 90% there and not!

I may not have the time to pour into games as I used to, but I'm endlessly fascinated by what other studios put out. It feeds my creative output and sometimes makes me think differently about what I'm making.

Experience
14 years, AAA
Studios
Rockstar Games, Guerrilla
Focus
Quest & mission design, level design, level scripting
Also
Systems, interactive objects

Career

  1. 2021 – Present

    Guerrilla, Amsterdam

    Horizon Forbidden West, Burning Shores, Horizon: Hunter's Gathering

    • Principal Game Designer
    • Senior World Activity Designer
  2. 2012 – 2021

    Rockstar Games, Edinburgh

    Grand Theft Auto V, GTA Online, Red Dead Redemption 2, Red Dead Online

    • Senior Content Designer
    • Content Designer
    • Level Design Support
    • QA Tester

Want to get in touch?

← All projects

Guerrilla · 2023 · Expansion · Single-player

Horizon Forbidden West: Burning Shores

A side quest and a Cauldron, both taken from pitch to release, plus a couple of small things players loved finding.

Side Quest

In His Wake

ObjectiveA prison break of captured Quen, with a twist: some of them have been brainwashed and are still loyal to the cult.

Pitched the concept, built the quest flow and scripted it end to end, including enemy and friendly AI. Coordinated Art, Narrative, Cinematics and Technical Design to land it on time and on budget.

Key beats
  1. Investigate what happened to the missing Quen
  2. Follow the clues to the camp
  3. Fight through a multi-level circular arena inspired by Dredd and The Raid
What I built
  • Level blockouts
  • Quest setup & flow
  • Scripting
  • Cinematic implementation
  • Interior maps
  • Design docs

Activity

Cauldron Theta

ObjectiveA Cauldron torn open by tectonic shifts, where the Bilegut has made its home.

Designed the Cauldron from pitch to release.

Design pillars
  • A descent into hell: the lava rises the deeper you go
  • You have entered a machine's territory
Key beats
  1. The Bilegut watches the player from afar
  2. An egg room in homage to Alien
  3. A leap of faith into the final arena
  4. A fake completion that cuts to the boss fight
What I built
  • Blockouts
  • Combat & puzzle level design
  • Quest flow
  • Scripting for the whole level
  • Cinematic tweaks
  • Interior maps
  • Floating Platform & Canister Drone docs

Easter Egg

Santa Monica Pier air rifle

ObjectiveHit the targets in the right order and the shooting gallery plays Aloy's theme and unlocks a chest.

Designed and implemented it, working with Audio and Writing.

Toy Bow screenshot

Weapon

Toy Bow

ObjectiveA bow that deals exactly 1 damage, pitched to get players talking online.

Tied to Make-A-Wish guest Leyla, whose room appears in the game.

← All projects

Guerrilla · 2022 · Open world · Single-player

Horizon Forbidden West

I joined Guerrilla less than a year before release to help bring the world activities over the line: finishing tasks, fixing bugs and improving their flow.

  • Scripting
  • Level design
  • Quest design
← All projects

Rockstar Games · 2018 · Open world · Multiplayer

Red Dead Online

Co-op missions, a Legendary Bounty and an adversary mode, each built so a posse can choose how loud to be.

Mission

Il Sovrano

ObjectiveSteal a note from wealthy citizens in Rhodes that reveals where a precious stone is hidden.

Built it to be open-ended: use force, cause a distraction, or wait for an opening. A target visiting the outhouse sets up a stealth kill, and a barn fire pulls the guards away. Once the note is recovered, players search a carriage whose spawn location is randomised.

Legendary Bounty

Sergio Vincenzo

ObjectiveCapture or kill an expert sniper dug in on a hilltop and guarded by patrols.

The goal was an uphill fight against a frighteningly accurate marksman. Any alert turns it into a run-and-gun assault. Worked with AI and VFX on scope glints and higher accuracy so he feels distinct, and placed explosives the AI deliberately targets when players get close.

Mission

Where there's smoke there's firewater

ObjectiveInfiltrate a rival moonshine operation at night and destroy it.

Supports stealth, infiltration or a frontal assault. Infiltrating means intercepting the delivery wagon and posing as its crew, which took careful tuning so enemies wouldn't react unexpectedly. The land routes are heavily guarded, so canoes along the swamp offer the stealth approach. Other teams built destructible stills and hand-placed dynamite.

Mission

Where your morals lead you

ObjectiveTail a contact through Tall Trees to the leader of a gang of killers, and eliminate them.

The posse has to follow without being spotted. Scenarios along the route create co-op stealth kill opportunities; an alert brings nearby reinforcements and more enemies at the final camp. The focus was keeping every encounter fair and satisfying.

Mission

More than one way to earn a buck

ObjectiveStorm a fort and destroy its ammunition.

Everything happens in one fort, built to feel like a real siege: dynamite on the gate while enemy callouts build tension, then a machine-gun burst from inside as the door blows. Fire from the destroyed ammo caches sets the tone for the fight and the final cutscene.

Mission

Banks don't rob themselves

ObjectiveRob a bank in Saint Denis, escape through the cemetery and catch a departing train.

The teller reacts to whether players go in aggressive or stay hidden, turning docile or panicked, and adapts if that changes mid-interaction. The getaway switches from carriage to foot after an ambush cutscene that had to stream seamlessly in multiplayer. Timing Samson's entrance through the cemetery door, taking out two officers, was the hardest beat. The vault was adapted from single-player.

Adversary Mode

Gun Rush

ObjectiveBattle royale at a smaller scale.

A tighter map and fewer players make for short matches that keep the core appeal of the genre.

← All projects

Rockstar Games · 2013 · Open world · Multiplayer

Grand Theft Auto Online

A heist finale, story missions and six adversary modes I pitched, designed and implemented.

Heist Finale

The Doomsday Scenario

ObjectiveInfiltrate a secret base under Mount Chiliad and stop an intercontinental missile launch. The finale of The Doomsday Heist.

Built the new base environment with several art departments. Worked with Tech Design on an interior spawn system that reads player positions and spawns waves away from them. Added choices driven by earlier progress, such as the infiltration vehicle.

Adversary Mode

Stockpile

ObjectiveGrab flags, bring them back to your drop point and defend your own. Most flags at the buzzer wins.

Pitched, designed and implemented. Built the maps from previous DLC assets, each tailored to its flying vehicles.

Mission

Exit Strategy

ObjectiveEscort several VIPs through the airport and out of Los Santos.

Pitched, designed and implemented as the showcase for the militarized trailer. Scripted friendly AI through many steps, each with its own failure points.

Adversary Mode

Overtime Rumble

ObjectiveLaunch a car with a parachute and land it on scoring targets.

Pitched, designed and implemented. Worked with Tech Design to limit landing control to steering only, with no braking or acceleration.

Adversary Mode

Kill Quota

ObjectiveA gun game in reverse: every kill makes your weapon weaker. First to the quota wins.

Pitched, implemented and built the maps. Balanced the kill target to scale with player count.

Adversary Mode

Land Grab

ObjectiveTeams paint territory; whoever holds the most at the end wins.

Pitched, designed, implemented and level designed. Inspired by the light bikes; worked with Tech Design so floors change to the team's colour and count toward the score.

Mission

Firewall Protection

ObjectiveHack vehicles to locate a SecuroServ attack and stop the attackers.

Pitched, designed and implemented around the rocket-powered Voltic. The key challenge was timing AI alerts during hacking so detection always feels fair.

Adversary Mode

Inch by Inch

ObjectiveCarry the objective across the opposing team's end zone.

Pitched, designed and implemented. Built maps from DLC and single-player assets and balanced them from playtest feedback.

Adversary Mode

Sumo

ObjectiveKnock the other drivers out of the ring, across a series of arenas.

Pitched, designed and implemented.

← All projects

Rockstar Games · 2013 · Open world · Single-player

Grand Theft Auto V

Level Design Support: a hybrid of integrated QA and production assistant, with some small design work along the way.

  • Tracked bug tasks for designers
  • Regressed bugs across the whole design department
  • Played through content on request from producers and designers
  • Scouted map locations for pickups such as weapons and health
  • Scouted Stunt Jump locations and placed their cinematic cameras