► 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.