Richard Knight

Richard Knight

Lead Game Designer building amazing AAA experiences.

Lead Designer / 24 yrs

Montreal, QC

Hire Me

Senior Game Designer

Monster Lab (2008)

Senior Game Designer

Sonic Rivals (2006)

Lead Game Designer

Deus Ex Universe

Senior Level Designer

Hitman Go

Senior Game Designer

Hitman 6

Senior Game Designer

Project Underdog

Senior Game Designer

Age of Conan: Unchained

Lead Game Designer

Office & Co

Lead Game Designer

Pirate Battle

Lead Game Designer

Jukka`s Treasure

Work History
  • Lead Game Designer

    Eidos Montreal

    February 2014 - Present
    Montreal, QC, Canada

    Deus Ex Universe

  • Senior Game Designer

    Square-Enix Montreal

    February 2013 - February 2014

    Senior Designer - Hitman Go (iOS/Android)
    Focus on level design/building.

    Senior Designer - Incubation (Prototyping) Team
    Prototyping games in short dev cycles for Tablet devices.

    Senior Designer - Hitman Project (Next-Gen Consoles/Current Gen/PC) - Cancelled
    Focused on Gameplay systems (game actions), Campaign systems (progression), and mission-narrative structure.

  • Senior Game Designer

    THQ Montreal

    December 2012 - February 2013
    Montreal, QC, Canada

    Senior Designer - Project Underdog (Tablet) - Cancelled
    Focused on Campaign systems and prototyping the UI.
    (Company acquired by Ubisoft January 2013)

  • Senior Game Designer

    Funcom

    May 2011 - August 2012

    Senior Designer - Age of Conan: Unchained (PC - MMO)
    Consulted on the F2P conversion and led the redesign of the Tradeskills (Crafting and Gathering) system. Led the implementation of in-game Facebook support.

  • Lead Senior Game Designer

    Ubisoft Vancouver

    May 2008 - January 2011

    Lead Designer: Office & Co (Facebook)
    Responsible for the core game design including progression and monetization systems, the entire UI and long-tail planning of content.

    Senior Designer: Academy of Champions (Wii)
    Campaign Lead; responsible for all aspects of the RPG mode including characters, stats, skills, the story and dialogue. Devised a custom scripting language to implement the dialogue in-game across multiple languages. Led the design of the game's UI.

  • Lead Designer

    Backbone Entertainment

    July 2006 - May 2008

    Lead Designer: Nectaris: Military Madness (WiiWare/XBLA/PSN)
    Responsible for revising the 20 year old game to modern controls and accessibility, along with helping develop a new multiplayer mode.

    Designer: Monster Lab (Wii / DS)
    Mini-Games Lead; responsible for both mini-game design and coordinating the teams to complete more than a dozen minigames on two platforms.

    Designer: Sonic Rivals (PSP)
    Assisted with Boss Design, testing and balancing, as well as building documentation for the team and SEGA.

  • Game Designer

    High Voltage Software

    October 2004 - July 2006

    Designer: 50 Cent: Bulletproof: G-Unit Mobile Edition (PSP)
    Responsible for level design and scripting using custom tools to build a game that was seperate and yet could use all PS2 story/audio assets.
    Designer: Family Guy: Video Game! (PS2)
    Part of the prototype team; we developed a design and prototype to pitch to the licensors.

  • Lead Game Designer

    Orbital Media

    July 2000 - July 2004

    Lead Designer: Pirate Battle (GBA) (Cancelled)
    Responsible for all systems design, writing, and prototype tuning. Created the game UI.
    Lead Designer: Jukka's Treasure (GBA) (Cancelled)
    Responsible for all game design, writing, and level design.

  • 3D Modeller / Writer / Designer

    Pixelplay

    January 2000 - July 2000

    Modeller/Writer/Designer: Blades of Passage (N64-DD) (Cancelled)
    Contributed to scenario design and monster modelling.
    (Company acquired by Orbital Media.)

Education
  • Applied Multimedia Training Centres

    1999 - 1999