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The Experience
Breakdown:
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Single player & Multiplayer design
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Numerous genres and styles of Play
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On-foot & Vehicle game design
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Scripting & mechanic design
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Puzzle, combat and spatial design
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Cinematic design and implementation
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Building levels and worlds
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Storyboarding and documenting concepts
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Writing Pitches, Design Documents
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Creating clear diagrams and walkthroughs
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Designing and creating high-impact gameplay
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Modelling and texturing
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Working closely with Art, Design and Programming
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Managing complex data
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Creating in-house tools with tech teams
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Working with AI and AI path based systems
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Prototyping & finishing games
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Speaking with clients
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Team management
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Schedule creation and working with Jira systems
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Agile and Waterfall - including tools
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Working in-house and remotely
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Working with and using analytics
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Implementing performance testing systems
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Converting designs into asset lists
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Creating product comparison documents
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Working with Procedural Generation Tools
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Recording and Implementing motion capture
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Can own the work assigned
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Able to act and function independently.




"If you fail to plan, you plan to fail."

Core Thinking Process:
Pitch: Based on facts and Studio competency:
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Game Genre, based on Scale & Budget
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Vision & Tech
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Delivery Plan
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Preproduction
Research: Build a Strong Foundation:
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World Design, Mechanics & Narrative
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​Player Architypes
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Locations & History
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Feasibility & Performance factors
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Required Tech developed Tested
Prototype & Exploration:
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Macro to Micro Loop Definitions
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Architype Validation
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Engagement metrics
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Define building-blocks [assets, systems, experience, viability]
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Provide resources of findings
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Create guides and set expectations.
Production
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Construction Phase:
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Clarity of Design Intention established
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Deliverables understood and clear
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Content Plan in Place
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​Limit introduction of new content
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Schedule Time for iteration defined
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Follow the creation process.
Testing & QA:
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Testing & QA
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Loop until complete.
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Production based notes:
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Record time spent developing Worlds for each department
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Record time spent creating systems
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Record time spent iterating
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Feed times into original Genre, Scale & Budget Plan.
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Record man hours spent on each endeavour, feeding future project estimates.
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