Edward Kay

Edward Kay

Multi-skilled designer with 18 years industry experience.

Owner/Creative Director / 22 yrs

United Kingdown

Hire Me
► Founder of DinoBoss, currently working on mobile game www.hanglinegame.com
► A highly motivated creative lead with a diverse practical skill set.
► Exceptional focus and attention to detail, with a passion for finding innovative, practical solutions to complex design problems.
► Methodical and extremely organised with the capacity to manage the design process from concept to completion.

Specialties:
- First and third person AAA Action/adventure games
- Core moment-to-moment mechanics and game structure
- Controls and player feedback mechanisms
Work History
  • Lead Designer

    Zynga

    June 2015 - December 2015
  • Lead Designer

    GREE

    February 2015 - June 2015

    Contract work on an unannounced title.

  • Lead Designer

    Dynamighty

    December 2013 - May 2015

    CounterSpy (PS4, PS3, PSVita, iOS, Android) – August 2014

    - Lead the design of all core game systems, game structure and economy.
    - Refined and balanced the core gameplay, outer loop and progression system.
    - Built a thorough understanding of Unity, including level building and programming using C#.
    - Engineered multiple extensions to the combat/stealth system including enemies, weapons etc.

  • Lead Designer

    LucasArts

    September 2011 - June 2013

    FPS set in the Star Wars universe (PS3, XBox 360) - cancelled

    - Responsible for realising the creating vision of the game through constant iteration.
    - Managed a 6 person design team in building the core features.
    - Provided direction to drive art and animation to the highest quality possible.

  • People Can Fly/ Epic Games Poland

    November 2009 - November 2011
  • Lead Gameplay Designer

    Epic Poland

    September 2009 - September 2011

    BulletStorm (Xbox 360, PS3, PC) – Feb 2011

    Crafted and balanced the core single player gameplay experience, and lead the gameplay team in feature implementation.
    - Designed weapons, enemies and interactive environmental hazards
    - Coordinated the pacing and balancing of combat over the entire experience

  • Lead Technical Designer

    Grin Barcelona

    August 2008 - September 2009

    Wanted: Weapons of Fate (Xbox 360, PS3, PC) – March 2009

    Played a huge part in improving the game’s core mechanics, accessibility and level design in time for release.

    ► Managed the design team in enhancing scripting and level layouts
    ► Evaluated and improved core mechanics and feedback mechanisms
    ► Wrote a large part of the script and re-factored the localisation process

  • Senior Technical Designer

    Swordfish studios

    November 2005 - August 2008

    50 Cent: Blood on the Sand (Xbox 360, PS3) – March 2009

    Reporting to the Creative Director, my role was to lead the game design team to develop the vision of the game into a practical feature set.

    ► Managed the design team in implementing new game mechanics
    ► Designed and balanced the core gameplay experience
    ► Directed the cinematic set pieces and narrative/script integration
    ► Co-ordinated enhancements to Unreal’s animation and AI systems

  • Senior Designer/Senior Artist

    Saber Interactive

    2007 - 2007

    Timeshift (Xbox 360, PS3, PC) – Nov 2007

    Performed an integral role in the next-gen re-development of the gameplay and visuals for a critical Christmas release.

    ► Directed gameplay programmers in improving core game mechanics
    ► Prioritised and provided solutions to level gameplay and art issues
    ► Led the UI team in designing and integrating a new HUD and menu

  • Senior Designer

    Headfirst Productions Ltd.

    November 2002 - November 2005

    Call of Cthulhu: Dark Corners of The Earth (Xbox/PC) – Oct 2005

    Directed major advancements to the game mechanics and led the design team in the scripting of new features.

    ► Balanced and refined the combat, stealth and horror gameplay
    ► Co-ordinated animators in improving the look and feel of the combat
    ► Designed and wrote the narrative script for several game levels

  • Programmer

    Codemasters

    November 2001 - November 2002

    Club Football (PS2/Xbox/PC) – Sept 2003

    Developed an extensive special effects system and editor, allowing tweaking of particles and other effects directly in the game engine.

Education
  • MSc in Advanced Computer Science

    The University of Manchester

    2001 - 2002
  • BSc (First Class) in Computer Science

    The University of Manchester

    1998 - 2001