Junior Technical Game Designer specializing in Unreal Engine systems and UI
Seattle, WATechnical Game Designer9 years experienceJuniorVideo GamesRetailFood & Beverage
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About
Technical Game Designer on TimeSplitters Rewind who owned multiple Challenge Mode maps and shipped modes like stealth-focused “Infiltration” and “target practice,” handling AI placement/pathing, validation logic for multi-mode compatibility, and playtest-driven tuning. Currently prototyping a UE5 Blueprint-driven brawler with class systems, spawners, and Behavior Tree iteration (fear/roaming) over a fast two-week development loop.
Experience
CrewTrader Joes
Technical Game DesignerTimeSplitters Rewind
Shift SupervisorStarbucks
Store ManagerBlack Rock Coffee Bar
CrewTrader Joe's
Education
Chandler-Gilbert Community Collegeassociate, Science
Key Strengths
Owned end-to-end challenge mode design and iteration (Infiltration) including rules and stealth win/lose conditions
Rapid prototyping in UE5 (Blueprints) with a ~2-week iteration cycle and playtest-driven changes
AI/gameplay tuning based on feedback (added fear chance, roaming behaviors, improved encounter pacing)
Strong attention to mode compatibility and edge cases (targets present only in specific modes via validation checks/code rewrites)
Player-experience-focused tuning (built in late-run “grace” to reduce frustration; observed positive playtest reactions)
Pragmatic prioritization of high-impact bugs (through-wall tracking/explosive damage) over lower-severity UI issues
Shipped UE5 Blueprint progression/reward system with data-table-driven tuning
Designed authoritative reward resolution to prevent exploits/double-grants
Strong focus on edge cases (duplication via respawns/reloads) and maintainability
Fast iteration via data-driven debugging/tuning tools instead of changing logic
User-testing-driven design changes to improve clarity for non-gamer audiences
Performance debugging with profiling; redesigned system to remove unnecessary cached actor lists
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