Anthony Pepper

Anthony Pepper

Senior Game Designer / 20 yrs

London, United Kingdom

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Work History
  • Lead Game Designer

    Mediatonic

    August 2013 - Present

    - Lead Designer on 'Fall Guys: Ultimate Knockout'
    - Senior Designer on 'Fall Guys: Ultimate Knockout', the colourful, slapstick online 100 player round based gameshow for PC and PS4, due for release in early 2020
    - Lead Designer on Square Enix published Free to Play Tactical RPG 'Heavenstrike Rivals' (iOS and Android)
    - Senior Designer on Gears Pop! - a mobile game based on the Gears of War series, in collaboration with Funko Pop!
    - Senior Designer on 5 other Digital and Mobile titles on Steam, Windows, iOS/Android and Console - including:
    ∙ Fable Fortune (Collectable Card Game set in the Fable universe)
    ∙ Secrets and Treasure (Puzzle)
    ∙ Point Blank (Arcade)
    ∙ Unnamed Tactical RPG
    ∙ Unnamed Tactical Action Strategy
    - Gameplay/Mechanics/UI Features and Systems Design
    - Content creation (Gamefuel, Unity)
    - 2 years of Live Ops experience including Scheduling, Monetisation Strategies, Community/Fan Interaction, Interpreting Analytics
    - Pitching

  • Curve Studios

    October 2011 - March 2013
  • Senior Games Designer

    Attractive Games

    August 2010 - December 2010
    Croydon, United Kingdom

    The Gameplay Designer on Mr Bean: Out of Control, an endless runner style game for iOS and Android.

    - Devised gameplay rules and scoring system, researching similar styles of game for reference.
    - Liased closely with Art and Code to ensure implementation of design went smoothly, ironing out any issues

    In addition:

    -Gameplay design for working XBLA prototype
    -Pitchwork for 3DS title

  • Reflections

    January 2010 - October 2010
  • Senior Designer

    Reflections

    January 2010 - August 2010
    Newcastle upon Tyne, United Kingdom

    Driver: San Francisco (Xbox 360, PS3, PC)

    https://www.metacritic.com/game/xbox-360/driver-san-francisco

    Mission Designer
    -Ownership of and designed 15 of the game's 60+ missions during Alpha development
    -Created enjoyable car chase missions for the player. A real focus on excitement and adrenaline.
    -Devised layouts and events of missions, working with scripters.
    -Tweaking and balancing of missions once implemented in-game. Feedback/peer review iteration based.

    Gameplay Designer
    -Formulated several aspects of gameplay and systems including: Special Driving Abilities, Rumble/Motion and Damage
    -Contributed to wider design elements including flow and difficulty balancing

  • Games Designer

    Coyote/Attractive Games

    September 2007 - December 2009
    Croydon, United Kingdom

    At Coyote Console (which later became Attractive Games), I worked as a Games Designer for a number of budget family orientated Wii and PS2 games:

    - Pizza Delivery Boy - Open world driving game with race and stunt missions. Designed 20+ missions and the layouts for the 3 towns using the in-house 3D editor.
    - Wonderworld 2: Designed a series of arcade mini-games utilising motion control.
    - Agent Hugo: Hula Holiday - 3D platformer. Entity placement using the in-house editor, balancing of enemies and pickups

    In additon:

    Pitch/concept work

  • Games Designer

    Climax London

    June 2007 - August 2007

    I was a designer on a Nintendo DS licensed racing game. I was responsible for designing 6 tracks across 2 different environments, from paper layout using the 'Daytona Process' to construction in Maya 7, which I learned on-the-job. I researched track layouts in Formula 1 and other Motorsports. I playtested my tracks to hone the balancing and fun factor, and working closely with Artists in polishing the environments to a high standard. I worked to tight milestone deadlines and received very favourable feedback on my track designs from playtesters.

  • Junior Level Designer

    Headstrong Games

    July 2006 - April 2007

    While at Headstrong (then known as Kuju London) I worked on 'Knight Wars' for the Nintendo Wii, which began as a prototype and eventually became 'Lord of the Rings: Aragorn's Quest'. I had design ownership of several levels, and was responsible for their creation from documentation to realisation using in-house editors. This also included scripting gameplay events, AI behaviour and cutscenes using the LUA scripting language. My levels were subject to regular reviews, during which I would receive feedback that I would act on to improve the gameplay and balancing of my levels.

    I was also responsible for contributing a section to the GDD and worked closely with my fellow designers, as well as artists, animators and coders.

  • QA Tester

    Rocksteady Studios

    October 2005 - March 2006
    London, United Kingdom

    I tested Urban Chaos for Xbox and PS2, working closely with the dev team, organising multiplayer tests and regressing resolved bugs coming in from the publisher.

  • QA Tester

    Kuju

    April 2005 - August 2005

    I was a tester on Battalion Wars for the Gamecube, finding and regressing bugs from Alpha to Goldmaster submission.

  • Games Tester

    Giant Entertainment

    November 2004 - March 2005

    I was a tester for Lego Star Wars on the PS2 and PC builds. Gave design feedback and regressed bugs on weekly builds of the game.

  • QA Technician

    Elixir Studios

    April 2004 - August 2004

    My first industry job was as a tester for Evil Genius on the PC.

  • Designer

    Mediatonic

    ? - Present
Education
  • Bachelor of Arts (B.A.) in History

    Oxford Brookes University

    1999 - 2002