Staff/Lead Game Systems Designer specializing in AAA live games and emergent narrative
Lead Systems Designer30 years experienceStaffVideo GamesMedia & EntertainmentTechnology
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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.
Experience
Lead Systems DesignerAvalon.Online
Systems DesignerStar Trek Online
Staff DesignerBend Studio
Advanced DesignerMonolith Productions
Lead DesignerWB Games
Senior Game DesignerWB Games
Senior DesignerWB Games
Battle DesignerSquareSoft
Education
Oregon State Universitybachelor, Biology (1992)
Corvallis High Schoolhigh_school (1988)
Key Strengths
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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Game DesignSystems DesignBattle DesignLive OperationsMMO DesignMOBA DesignOpen-world Game DesignSandbox Game DesignAction-adventure Game DesignSurvival-horror Game DesignEmergent Narrative DesignNPC Behavior DesignAI-based System IntegrationsInworld AIUnreal Engine 5