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Michael Kissinger

Senior Technical Level Designer specializing in Unreal Engine open-world and Blueprint systems

Roswell, GASenior Technical Level Designer13 years experienceSeniorVideo GamesMedia & Entertainment
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About

UE5 gameplay scripter/system designer with shipped experience on Killing Floor 3, owning Blueprint-driven destruction/physics props and trap features end-to-end, including replication, performance optimization, and QA workflows. Also built a one-click light auto-generation tool on Maneater that reportedly saved the lighting team hundreds of hours, and uses fast test-map prototyping to validate mechanics (e.g., movement systems on Salem).

Experience

Senior Technical Level DesignerTripwire Interactive

Education

Truckee Meadows Community Collegeassociate, Musical Performance for Guitar

Key Strengths

  • Shipped UE5 Blueprint-driven destruction + physics prop system for Killing Floor 3
  • Designed client-side destruction approach to address performance constraints
  • Diagnosed and optimized replication/material calls (reduced ~10 calls to 2) improving performance/memory
  • Created a repeatable workflow to prevent recurring replication/sub-level destruction bugs
  • Built an automated light-generation system for Maneater, saving the lighting team hundreds of hours
  • Rapid prototyping approach using test maps to validate movement mechanics before full integration (Project Salem)
  • Effective cross-discipline coordination (UX/animation/QA/tech) to ship interactive traps and ensure readability/consistency

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Languages

English

Skills

Level DesignTechnical Level DesignGame DesignGameplay DesignMission DesignObjective DesignCombat DesignTool DesignScriptingBlueprint ScriptingUnreal EngineUnreal Engine 5BlueprintsPhysics SystemsDestructible Systems