Sean Storey

Sean Storey

Lead Game Designer

Lead Game Designer / 18 yrs

Vancouver, CA

Senior Game Designer

far cry 6 (2021)

Senior Game Designer

watch dogs legion (2020)

Senior Design Consultant

The Surge

Senior Game Designer

RuneScape (2001)

Game Designer

WOTO

Experienced Game Designer

GRID 2 (2013)

Experienced Game Designer

DiRT 3 (2011)

Junior Game Designer

Driver: San Francisco

Skills
Skills Clear
Software
Software Clear
Hi, I'm Sean and I've been active in the games industry as a Games Designer for over a decade.

During this time I've worked on many types of projects; from AAA Racing games like DiRT 3 and GRID 2, open world games like Driver: San Francisco and WOTO, the adventure game Little Big Planet 3, the MMORPG RuneScape to smaller IOS tablet based games like Assassin's Creed - Identity.
Work History
  • Lead Game Designer

    Blackbird Interactive Inc

    January 2022 - Present
    Vancouver, CA
  • Lead Systems Designer

    Smilegate Barcelona

    July 2020 - December 2021
    Barcelona, Spain
  • Senior Game Designer

    Ubisoft Toronto

    July 2016 - June 2020
    Toronto, Canada
  • Senior Game Designer

    Jagex

    December 2013 - November 2015

    - Responsible for all Usability and User Interface design on RuneScape.

    - Worked on the system design for an unannounced MMO title.

    - Created detailed design documents, user flows and mock-ups for developers.

    - Worked on key RuneScape interfaces, including: Legacy mode combat integration,
    Treasure Hunter interface and Twitch streaming integration.

    - Led a small team to rapidly prototype new technologies and concepts.

    - Worked on concept design and research for unannounced titles.

    - Team leader for one of the games created during the in-house "Vital

  • Senior Design Consultant

    Deck13

    February 2015 - June 2015
    Frankfurt am Main, Germany

    Interim Head of Game Design

  • Game Designer

    Ubisoft Blue Byte

    April 2013 - October 2013

    - Established the core design of the Combat and AI systems for Assassin's Creed Identity.

    - Ensured that the combat mechanics were balanced for the progression curve of the game.

    - Designed the dynamic difficulty management system for the game.

    - Set guidelines for stealth mechanics.

    - Created the rule set for item generation, which ensured that items fit the game's progression curve.

    - Designed the core AI behaviours and the associated patterns of response to the player's actions.

  • Designer

    KMM Interactive Entertainment

    September 2012 - December 2012

    - Crafted game scenes and scripted triggered events using proprietary Maya based tools for L.A. Noir’s spiritual successor: ‘WOTO’.

    - Designed specifications for ambient crowd behaviours based on player interactions.

    - Designed the Concept and mocked-up the UI for in-game vendors.

    - Created the concepts for several player progression driven game mechanics.

  • Designer

    Sumo Digital

    June 2012 - August 2012

    - Established the design of the multiplayer and social features for Little Big Planet 3.

    - Created the concept of the multiplayer UI and in-game DLC/Microtransactions store.

  • Experienced Game Designer

    Codemasters

    April 2010 - June 2012

    - Responsible for all online multiplayer features within DiRT3 and GRID2.

    - Designed the functionality of all multiplayer related UI interfaces.

    - Ensured that the matchmaking within DiRT3 and GRID2 provided the optimal gaming experience for all player types.

    - Established the player progression within the multiplayer section of DiRT3 and GRID2.

    - Created the design for the YouTube video upload feature within DiRT3 and GRID2.

    - Designed the functionality of the in-game DLC store within DiRT3 and GRID2.

    - Created the concept of new a-synchronous mul

  • Junior Game Designer

    Reflections

    January 2008 - March 2010

    - Concepted and balanced several game mechanics for Driver: San Francisco, including the scoring system and special abilities.

    - Crafted numerous missions using propriety 3D Studio Max and LUA based tools.

    - Designed the functionality of multiplayer UI interfaces.

    - Mapped the player progression in both single and multiplayer modes.

  • Game Designer

    Submarine

    April 2007 - August 2007

    - Established the UI design and game flow of the online community game ‘Girlz’own’

    - Designed the core features of several unannounced projects.

  • Interaction Designer

    Sixtyseven

    October 2006 - March 2007

    - Created the functional UI design of several web pages.

  • Intern Gamedesigner

    Larian Studios

    September 2004 - December 2004

    - Designed the core features of the educational game ‘Kinderen van de Windt’.

    - Concepted several unit types for an unannounced RTS game.

Education
  • Utrecht University

    2004 - 2005
  • Utrecht University

    2001 - 2004
  • Hogeschool Utrecht

    1999 - 2001