Peter Sarrett

Peter Sarrett

Senior Technical Designer at Bungie

Lead Game Designer / 21 yrs

Seattle, WA

Hire Me
I am a game designer, certified scrum product owner, and software engineer with over twelve years of experience in the interactive entertainment industry delivering inventive solutions on tight schedules. My experience as both a designer and engineer enables me to collaborate effectively across multiple disciplines.

I have shipped AAA titles and taken multiple entertainment products from concept to market, including the fastest-selling consumer device in history. I have led internal design teams and managed creative direction for multiple external teams simultaneously. I am a passionate advocate for the customer.

Specialties: CSPO, game design, system design, user experience, puzzle creation, brainstorming, prototyping, Kinect, NUI.
Work History
  • Senior Technical Designer

    Bungie

    October 2015 - Present
  • Senior Game Design Manager

    Glu Mobile

    July 2013 - June 2015
    Redmond, WA

    Product Owner / Senior Producer on Dino Hunter (#1 free download on iTunes) and Sniper X: Kill Confirmed with Jason Statham. Led a 20-person Agile team in creating spinoffs from a #1 top-grossing mobile game. Created new IP, prioritized features, managed team workflow, designed new gameplay systems. Optimized performance metrics for new economy and monetization features. Supervised and had final responsibility for all aspects of game design and production.

    Lead Designer, Defenders & Dragons. Created new IP for thematic reskin of existing title, including backstory, character concepts, and all in-game text.

  • Game Designer

    Microsoft Game Studios

    August 2007 - April 2013
    Redmond, WA

    Lead Designer on Kinect Fun Labs, a series of bite-sized downloadable experiences that highlight Kinect. Directed external development teams for multiple titles at once, overseeing the design and final quality.

    System Designer for Kinect Adventures, the pack-in title that shipped with every Kinect sensor. Developed sensor calibration and playspace feedback systems. Represented Microsoft Studios on cross-team out-of-box experience v-team.

  • Lead Game Designer | Game Developer | Owner

    SarrettAdams Game Design

    2000 - 2010
    Greater Seattle Area

    Designed award-winning board games including Time's Up! (R&R Games), Tie One On (Hasbro), and If Wishes Were Fishes (Rio Grande Games).

  • Software Engineer

    Microsoft

    February 2000 - August 2007
    Redmond, WA

    Contributed to security features for Internet Explorer 6. Developed the TreeView WebControl for Internet Explorer. Wrote and owned the TextBox and RichTextBox controls for Windows Presentation Foundation. Worked in C++, dynamic HTML, Javascript, and C#.

  • Gamemaker

    Entros

    April 1998 - November 1999
    Seattle, WA

    Created large-scale, socially-interactive games and puzzles for a location-based entertainment facility, including high-tech puzzle hunts, live game shows, and physical challenges. These included:

    * Switchboard: Physical game in which players connect images on six monitors with a logical match on a projection screen.
    * Typo: Adult hopscotch across a sprawling, glowing letter grid in a race to spell out words in changing categories
    * Bumper Karma: People-powered bumper car game in which players race to position their carts and “achieve shape”.
    * Unclued: Multimedia puzzle hunt within Entros’ restaurant facility
    * The Blender: Nightly team game show with interactive podiums and an original, image-based format.

  • Sierra On-Line

    July 1994 - April 1997
    Bellevue, WA
Education
  • AB in Computer Science

    Brown University

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