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Nathan Cheever Email & Phone Number

Lead / Principal / World / Game Designer with 28+ years developing linear and open world story experiences using key production strategies. at Lightspeed L.A.
Location: Los Angeles Metropolitan Area, United States 21 work roles 5 schools
1 work email found @2kgames.com 1 phone found area 866 LinkedIn matched
✓ Verified Jul 2026 4 data sources Profile completeness 100%

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Current company
Role
Lead / Principal / World / Game Designer with 28+ years developing linear and open world story experiences using key production strategies.
Location
Los Angeles Metropolitan Area, United States

Who is Nathan Cheever? Overview

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Quick answer

Nathan Cheever is listed as Lead / Principal / World / Game Designer with 28+ years developing linear and open world story experiences using key production strategies. at Lightspeed L.A., based in Los Angeles Metropolitan Area, United States. AeroLeads shows a work email signal at 2kgames.com, phone signal with area code 866, and a matched LinkedIn profile for Nathan Cheever.

Nathan Cheever previously worked as Principal World Designer at Lightspeed L.A. and Principal Level Designer at Singularity 6. Nathan Cheever holds Bachelor Of Arts (B.A.), Fine And Studio Arts from Atlanta College Of Art.

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Email format at Lightspeed L.A.

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{first}.{last}@2kgames.com
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Profile bio

About Nathan Cheever

Vivid, deep worlds that resonate with players has been my long-time passion. Inspire them to explore far reaches. Charm them with stories, systems, and meta! I oversee the layout, integrity, and diversity of gameworlds by helping shape the game's vision into a living sandbox. Art, Gameplay, Features, and Technical needs are all considered and supported. You'll find me actively defining and communicating the foundation (world bible), construction (world building), and system interaction (world logic) to create a lasting experience.EXPERTISE▪ Over 25 years of experience developing AAA console and PC games▪ 19 titles, 10 released, 7 engines, 7 platforms, 14 teams, 5 cross co-dev studios ▪ Strong layout, staging, and composition skills for non-linear experiences▪ 1st-Person and 3rd-Person exploration, puzzles, and combat experience▪ Team Lead and Management with creating immersive worlds▪ Experience with methods for systemic and emergent gameplay▪ A persistent drive for effecient pipelines to harbor creativity and scope▪ Well-versed in all phases and stages of productionINTERESTS▪ Lead the creation of inspiring dynamic spaces to host a variety of quests▪ Champion fluid layouts with rewarding exploration and landmarks▪ Create believable ecosystems, biomes, culture, and ambiance▪ Consult with the Creative Director to maintain the project’s vision▪ Collaborate with the Art Director to ensure consistent styles▪ Collaborate with the Design Director to ensure the game experience▪ Assist Producers to plan achievable goals and checkpoints▪ Mentor Content groups to meld metrics, visual language, and identity▪ Research, formalize, and share info relevant to world development▪ Seek player trends and interests to maintain a curious and captivating world▪ Proactive seeding Narrative hooks in the world for future content▪ A desire for multiplatform storytelling social media campaigns

Listed skills include Game Development, Level Design, Game Design, Xbox 360, and 37 others.

Current workplace

Nathan Cheever's current company

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Lightspeed L.A.
Lightspeed L.A.
Lead / Principal / World / Game Designer with 28+ years developing linear and open world story experiences using key production strategies.
AeroLeads page
21 roles

Nathan Cheever work experience

A career timeline built from the work history available for this profile.

Principal World Designer

Current

Irvine, California, Us

➤ LAST SENTINELDesigned multiple open world city layouts and ecosystems for a futuristic & post-apocalypic Tokyo to balance the needs of its sci-fi city looming over the urban Tokyo experience. Tokyo's gameworld prioritized known landmarks, points-of-interest, and primary roads for condensing 12km of research into 3km of iconic cityscape.The city of the future prototypes were designed with current city planning trends to create a believable backdrop for the player experience and genre expectations. These also factored in reuse of local spaces, POIs sightlines, tiered pathing, city ecosystems, and mystery boxes for expansion.▪ Designed and prototyped multiple city layouts both futuristic and modern▪ Contributed to creating diverse and thematically rewarding districts▪ Contributed to foundational ambient world systems and features▪ Designed encounter system supporting dynamic factions, story, and return-to memory▪ 3D prototyped multiple neighborhoods and landmarks▪ Designing multiple neighborhood hubs and shops to support world Quests and Activities▪ Helped guide team to a new content & production structure▪ Spearheaded initial Content Management Toolsets for smart content management with UE5▪ All with a conscious effort to support and respect Japan's culture and history

Feb 2021 - Present

Principal Level Designer

Los Angeles, Ca, Us

➤ PALIAWorldbuilding the cozy & rewarding Fantasy Adventure MMO "Palia" for 3rd-Person. Designer behind the foundational layout for the Village Hub "Kilima Valley" and the adventure zone "Bahari Bay." 3D prototyped village hub to meet gameplay scope and narrative needs incorporating multiple mystery boxes for future hooks that complimented the story lore. Designed both levels to be physically seamless for future streaming.▪ Created a new home region▪ Created the first of many adventure regions▪ Helped establish foundational metrics

Feb 2020 - Feb 2021

Lead World Designer

2K

Novato, California, Us

See Cloud Chamber studio entry for more details.

Sep 2017 - Dec 2019

Lead World Designer

2K

Novato, California, Us

See Hangar 13 studio entry for more details.

Apr 2013 - Sep 2017

Lead World Designer

Montreal, Quebec, Ca

➤ Bioshock 4Designed multiple open world city layouts for the next Bioshock game for 1st-Person exploration and combat. 3D prototyped city to meet gameplay scope and narrative needs. 3D prototyped four different District layouts factoring in compelling reuse, game metrics, POIs sightlines, tiered pathing, mystery boxes for expansion, and an underlying city ecosystem for commerce, history, and believable infrustrature.▪ Managed a strike team to prototype new sandbox environments▪ Contributed to foundational sandbox components▪ Helped establish initial content and production methods▪ Spearheaded Content Management Tools for UE4

Sep 2017 - Dec 2019

Lead World Designer

Brighton, Gb

➤ BERLIN PROJECTDesigned mulitple open world layouts for Berlin Germany prioritizing landmarks, points-of-interest, and primary roads for condensing into an impressionistic gameworld space. Updated layout to compliment the project's changing direction: 1980s Cold War, grounded post apocalyptic gameplay, then fantastical sci-fi gameplay.

Feb 2017 - Sep 2017

Lead World Designer

Brighton, Gb

➤ MAFIA 4Designed and researched open world layout for a 1970s-80s sequel set in the southwestern United States. Incorporated production analytics and tech strengths to maximize ideal playspace scope. (Shelved for Berlin project.)

Oct 2016 - Feb 2017

Lead World Designer

Brighton, Gb

➤ MAFIA 3Developed a dynamic open world experience in a new version of New Orleans with familiar Landmarks and unique points-of-interest. Roads and pathways lured players to criminal operations churning in 1968's urban underbelly of social unrest. Go visit the different places and people of the southern City and Bayou!▪ Designed and directed the city layout▪ Created 20+ neighborhood ecologies with routes & landmarks▪ Co-created initial district narratives with Lead Writer▪ Collaborated with Lead Architect for city authenticity▪ Directed and contributed to the Bayou wilderness▪ Directed and contributed to 500+ quest-ready interiors & exteriors▪ Directed and contributed to dozens of Shop interior ecosystems▪ Contributed to combat zones for 3rd-Person shooter mechanics▪ Initiated multiple Player Activity designs (racing, theft, convoys, raids, etc.)▪ Initiated dynamic encounter spawning system▪ Mentored and managed up to 12 team members▪ Directed feedback for two outsourcing content groups▪ Contributed and supervised time-period name-branding ▪ Mediated issues with narrative and ecosystem designs▪ Maintained regional diversity across strike teams▪ Audited then initiated toolset makeover

Apr 2013 - Feb 2017

Lead World Designer

Madison, Wisconsin, Us

➤ (Square Enix Project)Open-world detective game set in a Paris during the 1889 World's Fair. (Publisher shelved all early-stage projects)

Oct 2012 - Apr 2013

World Environment Artist

Madison, Wisconsin, Us

➤ DEFIANCECollaborated with Trion Worlds to shape large outdoor environments, landmarks, and routes to events for the MMO.

Aug 2012 - Oct 2012

Multiplayer Designer

Madison, Wisconsin, Us

➤ BIOSHOCK INFINITECollaborated with Irrational Games to support, design, and build multiplayer environments. Managed three-man strike team remotely. (Multiplayer feature cancelled.)

May 2012 - Aug 2012

Lead Level Designer

Madison, Wisconsin, Us

➤ PREY 2Designed and created compelling game locales with incentives to revisit them. 1st-Person exploration, traversal, and combat shooter design. Ensured world continuity and believably within project needs. Maintained asset integrity and performance across all levels. Provided agile team management and adaptive schedules to help 55+ team realize their vision!Directed and designed new toolsets for managing massive content. Improved pipelines for confident team sharing. Resolved conflicts before they impacted the project. Always seeking ways to remove technical hurdles and increase team creativity!Always considering the User Experience and Player Investment with constant competitive product evaluation for future trends and expectations. Took the initiative to design the In-Game and Front End Menus. Co-Managed the UI Dept.Project Canceled due to publisher issues.

Oct 2009 - Apr 2012

Lead Campaign Designer

Plymouth, Mn, Us

➤ SIX DAYS IN FALLUJAHDesigned game progression (story, mission, enemy, weapons, and gameplay types) with meaningful, intuitive, and escalating content encompassing real world events. Crafted 3rd-Person combat zones to fit the heavily researched encounters.Directed, mentored, and assisted other designers with level production. Simultaneously managed multiple goals and teams across multiple studios. Assisted and created design department schedules. Helped guide 75+ team to implement short and long-term scenarios. Endeavored to provide a positive work place with open communication.Re-directed core tools suite, game scripting features, and mission management, improving production quality and creativity.(Studio re-branded to Atomic Games on March 8, 2009.) Project Canceled (controversial topic for publisher)

Aug 2007 - Aug 2009

Lead Designer

Plymouth, Mn, Us

➤ AUTHENTIC ESPIONAGE THRILLER ✦ Lead Designer (unannounced)➤ JUDGMENTAL SHOOTING SIMULATION ✦ Senior Designer (CIA/FBI Training Sim)Interfaced with CIA to adhere to realistic techniques. Researched and maintained unique vision against competitive products. Prototyped new tactical gameplay mechanics using level creation and scripting. Helped create new destructible prefab content and pipeline. Collaborated with management to improve team unity.

Feb 2007 - Apr 2008

Asst. Lead Level Designer

Propaganda Games

➤ TUROK Crafted high moment-to-moment 1st-Person combat, encounters, and puzzles. Designed, modeled, and maintain inspiring and memorable levels. Scripted AI, missions, and interaction events. Acted as liaison between leads and design team for quality and efficiency.✔ 83% ‒ Gametrailers.com"Turok is undoubtedly the first pleasant surprise of 2008."

Dec 2005 - Jan 2007

Senior Designer

Seattle, Wa, Us

➤ THE SUFFERING: Ties That Bind➤ THE SUFFERINGCreated bloodcurdling gameplay, horrific encounters, and formidable puzzles. 1st-Person AND 3rd-Person combat shooter, melee, and exploration. Designed, modeled, and maintain inspiring and memorable levels. Scripted AI, missions, and interactive events. Responsible for environment lighting and gameplay mood.Mentored new employees in company-specific technology. Designed new toolsets for improving quality and productivity. Streamlined asset databases for performance. Created layout guidelines for environmental artists. ✔ 81% ‒ "Impressive!" ‒ IGN.com (for The Suffering: Ties That Bind)"...Ties That Bind is quite a solid romp, and a cut above most of the games in the genre..."✔ 85% ‒ *Editor's Choice* ‒ IGN.com (for The Suffering)"These guys know how to scare people, and they're committed to doing so."

Jul 2002 - Sep 2005

Lead Multiplayer Designer

Kirkland, Wa, Us

➤ NO ONE LIVES FOREVER 2Designed a 4-player CO-OP multiplayer mode after prototyping a separate competitive teamplay mode. Amplified single-player encounters with layout and mission scripting. 1st-Person combat and hub-based exploration. Responsible for environment lighting and gameplay mood.✔ 93% ‒ *Editor's Choice* ‒ Gamespot.com"No One Lives Forever 2 is a rousing success on every level."GDC 2002:» Aliens vs. Predator 2 postmortem presentation.» Lithtech technologies presentation.E3 2002:» Lithtech technologies presentation (with Tron 2.0).

Dec 2001 - Jun 2002

Level Designer

Kirkland, Wa, Us

➤ ALIENS VS. PREDATOR 2Created tense gameplay, chilling encounters, and rewarding puzzles for 1st-Person. Designed, modeled, and maintain inspiring and memorable levels. Scripted AI, missions, and interactive events. Responsible for environment lighting and gameplay mood.Contributed to prop models and environment textures. Spearheaded post-release programming support for public modding.✔ 87% ‒ "Great!" ‒ Gamespot.com"It's better than the original... and it's one of the best action games released."

Nov 1999 - Nov 2001

Lead World Designer

Us

➤ MIDDLE EARTH ONLINE ✦ (LORD OF THE RINGS ONLINE version 1)Prototyped ways to populate vast landscapes and towns. Integrated world art and building construction sets with existing pieces. Worked with programming to develop flexible, user-friendly tools.Project Canceled (marketing trends overshadowed innovation)

Jul 1999 - Sep 1999

Character Artist

➤ UNREAL 2➤ UNREAL 1: Return to Na PaliCollaborated with Legend Entertainment providing character models, textures, and animation.✔ 80% ‒ "Impressive!" ‒ IGN.com"Return to Na Pali is a worthy pack purchase that all Unreal fans should get."

Jul 1998 - Jun 1999

Designer, Animator, Modeler

➤ WIZARDS & WARRIORS ✦ RPG Designer(aka SWORDS & SORCERY)Designed, modeled, and maintained inspiring and memorable levels. Assisted in designing gameplay, encounters, and puzzle events. Responsible for environment lighting and gameplay mood. Animated, modeled, and textured characters and props. Co-designed UI and related art.✔ 84% ‒ *Editor's Choice* ‒ IGN.com"...there's plenty to explore, and you'll want to keep playing this one until you finish it."

Jun 1996 - Jun 1999
5 education records

Nathan Cheever education

Bachelor Of Arts (B.A.), Fine And Studio Arts

Atlanta College Of Art

Associate Of Arts (Aa), Computer Graphics

Montgomery College

Film & Video Production

Southern Illinois University, Carbondale

Graphic Design & Theater

Montana State University-Bozeman

School Of Fine Arts

Winthrop University
FAQ

Frequently asked questions about Nathan Cheever

Quick answers generated from the profile data available on this page.

What company does Nathan Cheever work for?

Nathan Cheever works for Lightspeed L.A..

What is Nathan Cheever's role at Lightspeed L.A.?

Nathan Cheever is listed as Lead / Principal / World / Game Designer with 28+ years developing linear and open world story experiences using key production strategies. at Lightspeed L.A..

What is Nathan Cheever's email address?

AeroLeads has found 1 work email signal at @2kgames.com for Nathan Cheever at Lightspeed L.A..

What is Nathan Cheever's phone number?

AeroLeads has found 1 phone signal(s) with area code 866 for Nathan Cheever at Lightspeed L.A..

Where is Nathan Cheever based?

Nathan Cheever is based in Los Angeles Metropolitan Area, United States while working with Lightspeed L.A..

What companies has Nathan Cheever worked for?

Nathan Cheever has worked for Lightspeed L.A., Singularity 6, 2K, Cloud Chamber, and Hangar 13.

How can I contact Nathan Cheever?

You can use AeroLeads to view verified contact signals for Nathan Cheever at Lightspeed L.A., including work email, phone, and LinkedIn data when available.

What schools did Nathan Cheever attend?

Nathan Cheever holds Bachelor Of Arts (B.A.), Fine And Studio Arts from Atlanta College Of Art.

What skills is Nathan Cheever known for?

Nathan Cheever is listed with skills including Game Development, Level Design, Game Design, Xbox 360, Ps3, Gameplay, Multiplayer, and World Building.

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