No cost, no commitment - we'll make a personal intro
AL
Alex Loughran
Senior Game Designer specializing in combat, AI/NPC design, and Unreal Engine
BulletFarm GamesCarnegie Mellon UniversityRemote, USA11 Years ExperienceSenior LevelWorks Remote
Connect with Alex
Alex already has a relationship with Reval, so a warm intro from us gets a much better response than cold outreach.
Typically responds within 24 hours
Recommended
Already have an account?
About
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.
Hire with Reval
Find your next great hire
Our AI agents source, screen, and vet candidates for your open roles. Get qualified candidates within 48 hours.
Owned and tuned full mobile RPG economy end-to-end using Excel/VBA simulation
Balances monetization offers without breaking progression curves (introduced rare items/upgrade gating to prevent PvP snowballing)
Designs flexible, data-driven gameplay systems built as reusable tools (C++ foundation + data assets)
Creates cooperative gameplay mechanics that measurably change player behavior (Madness system increased caution and communication in playtests)
Delivers complex boss encounters under tight constraints (3-stage, 10+ min per stage, no movement restriction, not a bullet sponge) via teleport + action-tracking subsystem + seed mechanics
Incorporates playtest feedback into system design while preserving extensibility (procedural-first, hand-placed fallback locations)
Uses telemetry to diagnose adoption/balance issues and connect item design to match pacing (PUBG sniper rifle crate timing vs late-game engagement ranges)
Like what you see? We'll introduce you to Alex directly.
Experience
Technical Game DesignerBulletFarm Games (NetEase) · Jul 2024 – Nov 2025
Senior Combat DesignerTraega Entertainment · Feb 2024 – Apr 2024
Senior Game DesignerDemiurge Studios · Oct 2022 – Sep 2023
Lead Game DesignerOwlchemy Labs · Jul 2022 – Oct 2022
Senior Game DesignerPUBG: Madison · Jun 2021 – Jul 2022
Combat DesignerUbisoft - BlueByte · Jan 2020 – Jun 2021
Game Economy DesignerUbisoft - Owlient · Jun 2017 – Jan 2020
Game Systems DesignerShiver Entertainment · Oct 2014 – Feb 2017
Assistant Game DesignerTaleWorlds Entertainment · Jan 2014 – May 2014
Education
Carnegie Mellon Universitymaster, Entertainment Technology (Game Development) (2014)
Juniata Collegebachelor, Film and Digital Media (2012)
Mid-Level Technical Game Designer & Unity/Unreal Gameplay Programmer
Remote, USA5y exp
SideFull Sail University
“Technical game designer/Unity developer who has shipped across PC, consoles, web, and mobile, with a strong focus on performance optimization (culling/occlusion, event-driven patterns, sprite atlasing) including for Nintendo Switch constraints. Served as feature owner on Risk of Rain 2 DLC "Alloyed Collective" (characters, bosses, items, interactables, enemies) and acted as project lead during a critical transition, stepping in to rescue a playable character design to meet client requirements.”
Mid-level Technical Game Designer specializing in systems and weapon gameplay
Santa Monica, CA6y exp
The InitiativeUSC
“UE5 gameplay scripter/engineer who worked on player-facing weapon systems for Perfect Dark, owning Blueprint-driven state management, projectiles/damage, and player feedback with a strong focus on edge-case polish and responsiveness. Experienced in modular Blueprint architecture (inheritance-based) for scalable content, playtest/analytics-driven iteration, and performance optimization of gameplay loops (e.g., reducing runtime NPC tracking for a disguise gadget).”
Senior Technical Game Designer specializing in gameplay systems and pipelines
Orlando, FL9y exp
Electronic ArtsAcademy of Interactive Entertainment
“Modes/progression designer on EA College Football (Dynasty and Road to Glory) who has owned multiple shipped progression systems, including recruiting and Road to Glory progression (meters, in-game reward triggers, and a "coach trust" meta-progression). Focused on modular system design and tuning/balancing for player-facing challenges and rewards, with strong QA-driven iteration and Blueprint-based prototyping practices.”