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John-Paul Clifton

Senior Game Designer specializing in gameplay systems, progression, and prototyping

RemoteGame Designer8 years experienceSeniorVideo GamesSoftware Testing & QASaaS
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About

Game designer with shipped experience creating and tuning alternative modes for a beer-pong-inspired title (Bounce Shot), including convention playtests that turned modes into fan favorites and sparked community-run tournaments. Also contributed to late-game retention improvements on Deer Hunter 2014 by increasing mission variety through themed animal randomization, generating organic buzz across forums and social channels. Prototypes quickly in UE5 Blueprints and writes implementation-ready mode specs with UX/animation/economy considerations.

Experience

Game DesignerAntidyne
QA Release ManagerApex Systems
QA ManagerFor Fun Labs
Development EngineerPixel Pool
Software Test EngineerInsight Global (Turn 10 Studios)
QA ManagerKeyword Studios (Meta)
Production LeadMonolith Productions

Education

University of Advancing Technologybachelor, Multimedia Design

Key Strengths

  • Owned end-to-end design and tuning of multiple shipped game modes (Bounce Shot: Tug o' War, Domination)
  • Data-informed iteration using both quantitative metrics and qualitative convention playtest feedback
  • Improved late-game retention in Deer Hunter 2014 by adding mission variety via themed animal randomization (organic community buzz on forums/Reddit/social)
  • Rapid UE5 Blueprint prototyping with fast idea-to-playtest loop (couple days) and iteration from feedback
  • Strong internal advocacy: successfully pitched additional modes against team resistance; validated via convention reception
  • Community engagement outcomes: players organized tournaments; Tug o' War slightly higher play rate than other modes

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Contact

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Languages

English

Skills

AgileAgile sprint planningBeta testingC#Closed beta testingConfluenceCross-functional collaborationData manipulationDocumentationEnterprise deploymentEpic Online Services (EOS)Game designGame mechanics designGame modes designGameplay systems implementation