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.