Vetted Game Designers

Pre-screened and vetted.

Game DesignUnityLevel DesignUnreal EngineC#C++
Scott Hwang - Senior Game Designer specializing in multiplayer systems and live service experiences in Irvine, California

Scott Hwang

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Senior Game Designer specializing in multiplayer systems and live service experiences

Irvine, California18y exp
Blizzard EntertainmentCarnegie Mellon University

Gameplay systems designer with shipped AAA experience on Overwatch, including end-to-end ownership of player progression and major systems like matchmaking (role delta system cutting uncertainty/volatility by 50%) and Stadium mode round/shop + MMR/balancing systems (second-highest engaging mode). Strong in KPI/retention-driven design, player research, and telemetry-based balancing, with a UE5 Blueprint prototyping workflow built for modularity, data-driven tuning, and handoff to engineering.

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JX

Mid-level Game Designer specializing in VR cinematic and technical narrative systems

San Mateo, CA4y exp
Emblematic GroupNYU
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AL

Alex Loughran

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Senior Game Designer specializing in combat, AI/NPC design, and Unreal Engine

Remote, USA11y exp
BulletFarm GamesCarnegie Mellon University

Gameplay systems designer/engineer with shipped experience across mobile RPG and co-op/AAA shooters, including full ownership of an in-game economy and multiple end-to-end gameplay systems. Strong in data-driven Unreal (C++ + Blueprints) workflows, building flexible subsystems and using simulation/telemetry (Excel/VBA, metrics tools) to tune progression, monetization, and encounter balance.

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ML

Senior Technical Game Designer specializing in AI, combat systems, and VR

Burnaby, Canada10y exp
MetaCentre for Digital Media
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DS

Game Design Director specializing in live ops modernization and AAA/mobile game design

Menifee, CA23y exp
Jam CityIndiana University
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DB

Senior Gameplay Systems Designer specializing in progression and live-service economies

Eagle Mountain, UT8y exp
MetaBrigham Young University
UnityUnreal EngineMicrosoft ExcelData AnalysisGameplay Systems DesignProgression Systems Design+16
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SP

Principal Narrative & Level Designer specializing in mission and environmental storytelling

34y exp
Noodle Cat
System DesignCross-Functional CollaborationTeam LeadershipNarrative DesignLevel DesignMission Design+20
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Scott Compton - Staff/Lead Game Systems Designer specializing in AAA live games and emergent narrative

Scott Compton

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Staff/Lead Game Systems Designer specializing in AAA live games and emergent narrative

30y exp
Avalon.OnlineOregon State University

Progression/economy designer and lead live designer with shipped AAA and live-service experience across Shadow of Mordor/War, Guardians of Middle-earth, Days Gone, and Star Trek Online. Known for building quantitative tuning models (200+ stat points calculator), leading large QA-driven balance loops, and using telemetry to uncover and fix major friction points (e.g., off-screen archer deaths) while maintaining engaging, fair progression.

ConfluenceAdobe PhotoshopSlackMentoringGame DesignSystems Design+44
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LD

Mid-level Game Designer specializing in narrative-driven AAA experiences

Irvine, CA5y exp
Blizzard EntertainmentCal State Fullerton

World of Warcraft quest designer who owned end-to-end quest pipelines and shipped standout content, including the memorable escort/stealth quest “Klaskin’s Great Escape” tuned through playtests and a Dragonflight capstone framing story that drove higher side-quest engagement. Experienced in Lua scripting, reward/economy balancing, and building daily/weekly endgame loops (Beetle Ranch/Rak-Ush), with recent UE5 Avalanche node-based VFX prototyping exposure.

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Erik Wilkinson - Senior Game Designer specializing in systems, combat, and live-ops game modes in Allen, TX

Senior Game Designer specializing in systems, combat, and live-ops game modes

Allen, TX19y exp
NetflixFull Sail University

Game designer with shipped experience on Squid Game Unleashed (mobile) and Radical Heights (battle royale), owning multiple modes end-to-end from paper design and greybox through tuning, QA, and live ops/backend rollout. Demonstrates strong Unreal/Blueprint prototyping, pacing-focused iteration (targeting 70–90s rounds), and building meta challenge systems that stay fresh via monthly/seasonal rotations and player-feedback-driven map weighting.

UnityUnreal EngineC++PrototypingGame DesignContent Design+60
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JH

Senior Game Designer specializing in live-service sports game content and progression systems

Orlando, FL8y exp
Electronic ArtsFull Sail University

Live-service sports game economy/progression designer focused on Madden Ultimate Team player rewards. Owns OVR/power escalation planning, ability unlock cadence, and cost tuning, using Tableau telemetry plus MUT.GG sentiment/market pricing to iterate on metas and engagement. Drove year-over-year program lift by introducing temporary chemistry boosts, improved reward/progression structures, and a fan-vote program mechanic.

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Romy A Aboudarham - Mid-level Creative Technologist specializing in XR and interactive prototyping in San Francisco, CA

Mid-level Creative Technologist specializing in XR and interactive prototyping

San Francisco, CA4y exp
California College of the ArtsTufts University
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HZ

Mid-level Game Developer specializing in Unreal Engine level design and gameplay systems

North Carolina, United States2y exp
Cosmic Labs StudiosDuke University
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DB

Senior Level Designer specializing in Unreal Engine gameplay and world building

Raleigh, NC13y exp
Motion Logic StudiosWake Technical Community College
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CT

Mid-level Game Designer specializing in live service sports games

Austin, TX7y exp
Electronic ArtsChamplain College
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Gregoire Monteil - Senior Game Designer specializing in AI systems and live ops in Montreal, Quebec, Canada

Senior Game Designer specializing in AI systems and live ops

Montreal, Quebec, Canada12y exp
Behaviour InteractiveCentre NAD

Gameplay/system designer with shipped AAA experience on Far Cry (5/6), including end-to-end ownership of AI NPC class redesigns and a stealth system redesign in a chaotic open-world context. Also designed Dead by Daylight’s winter event centered on snowball mechanics that players adopted for emergent communication and that appealed to casual/new players; experienced with UE Blueprints prototyping and modular, data-tuned systems.

MentoringPrototypingArtificial Intelligence (AI)ManagementLive ops balancingLive ops seasonal content+35
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xiaowei guo - Junior Game Designer specializing in AI-driven systems and interactive narrative in Irvine, CA

xiaowei guo

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Junior Game Designer specializing in AI-driven systems and interactive narrative

Irvine, CA2y exp
PetchNortheastern University

Game economy/progression designer who owned an end-to-end multi-currency economy for a top-down kitchen management sim, balancing cash/reputation/XP with sinks like spoilage, maintenance, and rent. Uses telemetry + structured playtests and spreadsheet simulations to tune pacing, reduce mid-game churn, and prevent late-game inflation by adjusting efficiency/skill curves and phase-based balancing.

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RE

Remi Ercolani

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Director-level Gameplay Designer specializing in 3Cs and combat for AAA games

California, USA21y exp
Hangar 13University of Burgundy

Gameplay/systems designer who owned the end-to-end gameplay redesign of Top Spin 4 (2011)—including player states, ball physics, shot resolution, attributes, and AI—with much of that work later reused in TopSpin 2K25 (2024). Deep experience balancing realism and responsiveness for competitive multiplayer/online play, using extensive playtesting plus telemetry analysis (Tableau) to tune timing windows and core mechanics.

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CLEVELAND DEAR - Senior Game Designer specializing in systems, progression, live ops, and AI in Austin, TX

Senior Game Designer specializing in systems, progression, live ops, and AI

Austin, TX13y exp
NetflixTexas State University

Level designer/gameplay systems designer who shipped on Squid Game Unleashed, taking ownership of bot navigation and a dynamic bot-profile system to keep matches flowing and bots feeling human via telemetry-driven tuning (Tableau/heatmaps). Also built a lightweight minigame variant/rules framework to rapidly ship fresh live-service content with minimal engineering/art overhead, and has live-ops economy/event design experience from MyVegas Bingo.

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Andrew Antykov - Director-level Product & Game Producer specializing in mobile puzzle and LiveOps in Kraków, Poland

Director-level Product & Game Producer specializing in mobile puzzle and LiveOps

Kraków, Poland10y exp
VIZOR

Founder of ANTARI Studio who builds metrics-driven mobile game concepts and validates them through playable prototypes, publisher feedback, and real-market launches with platform partners. Has experience taking a niche casual puzzle opportunity from benchmarking and lean prototyping into production and launch, using engagement/retention/monetization KPIs to guide iteration and scaling decisions.

Product StrategyProduct ManagementTeam LeadershipProduct VisionProduct OwnershipRoadmapping+60
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Rafi James - Senior Game QA/Test Engineer specializing in live service and gameplay systems in Redmond, WA

Senior Game QA/Test Engineer specializing in live service and gameplay systems

Redmond, WA7y exp
MicrosoftFull Sail University
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CM

Mid-level QA Analyst specializing in game and AI-driven consumer product testing

Minneapolis, MN4y exp
EmbodiedUSC
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DK

Mid-level Game Designer specializing in live operations and systems design

Redwood City, CA15y exp
Electronic ArtsWest Valley College
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