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Scott Compton
Staff/Lead Game Systems Designer specializing in AAA live games and emergent narrative
Avalon.OnlineOregon State University30 Years ExperienceStaff LevelWorks Flexible
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About
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.
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Owned end-to-end progression tuning for Shadow of Mordor’s Nemesis System (Orc hierarchy power gates, churn, strengths/weaknesses)
Designed and introduced a new gating resource (“Power”) to prevent overpowered early builds and improve ability progression pacing
Built a 200+ property points-calculator spreadsheet model to balance skills/powers in a console MOBA
Led weekly multi-cycle balance process with QA; managed 15+ QA members over ~9 months of live tuning
Telemetry-driven problem solving: identified 70% of player deaths caused by off-screen archer shots and shipped HUD pre-tell solution
Strong systems thinking connecting combat tuning, progression pacing, and player psychology/retention loops
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Experience
Lead Systems DesignerAvalon.Online · Jan 2023 – Present
Systems DesignerStar Trek Online · Jan 2021 – Jan 2023
Staff DesignerBend Studio · Jan 2016 – Jan 2019
Advanced DesignerMonolith Productions · Jan 2015 – Jan 2016
Lead DesignerWB Games · Jan 2010 – Jan 2013
Senior Game DesignerWB Games · Jan 2003 – Jan 2004
Senior DesignerWB Games · Jan 2000 – Jan 2003
Battle DesignerSquareSoft · Jan 1996 – Jan 1998
Education
Oregon State Universitybachelor, Biology (1992)
Corvallis High Schoolhigh_school (1988)
Awards
Shadow of Mordor/War: 50+ Game of the Year awards for the Nemesis System (won GDC, D.I.C.E., BAFTA, and The Game Awards)
Fear Effect Series: NAVGTR Art/Cinematic Direction
Fear Effect Series: Best Adventure Game (IGN)
Fear Effect Series: Best Adventure Game (Official U.S. PlayStation Magazine)
Parasite Eve: Best RPG of the Year (D.I.C.E.)
Parasite Eve: Best RPG of the Year (PS Magazine)
Skills
ConfluenceAdobe PhotoshopSlackMentoringGame DesignSystems DesignBattle DesignLive OperationsMMO DesignMOBA DesignOpen-world Game DesignSandbox Game DesignAction-adventure Game DesignSurvival-horror Game DesignEmergent Narrative Design
Junior Game Designer/Unity Developer specializing in systems and combat design
Boston, MA3y exp
MITNortheastern University
“MMORPG numerical/economy designer who built and tuned a dual-currency system (gold/agate), progression gates, and late-game sinks using quantitative models (including exponential curves) and telemetry segmentation by player level/assets. Implemented engagement drivers like roguelike repeatable dungeons and weekly leaderboard rewards, and partnered cross-functionally to resolve economy risks such as item tradability to keep outputs stable and controllable.”