GAMEPLAY DESIGN
During my time at Miniclip I've worked across many games and spread myself across a multitude of design areas which has yielded in a vast amount of responsibilities. I'm going to try and keep things short and sweet here, but I'm more than happy to elbaorate on these verbally.​
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Design and implement mission content using bespoke in-engine gameplay triggers and scripting tools within Unity.
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Balance gameplay difficulty to ensure a fair, engaging, and scalable player experience via Enemy/Player, spawn rates, movemement speeds, kill timers etc.
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Collaborate with programmers to develop and refine in-editor tools to support quick game design.
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Work closely with engineers to prototype and implement new gameplay systems and mechanics.
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Coordinate with artists to integrate props, characters, and vehicles aligned with gameplay needs.
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Playtest and iterate on gameplay features based on internal feedback and data-driven insights.
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Author and maintain clear documentation on Confluence for gameplay systems, mission logic, reference material, meta design, design specs.
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Ensure gameplay features align with the project's creative vision and technical constraints.
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Lead a small team of Designers, mentoring Junior Designers and ensuring their work is fit for Live.
HIPPO ENTERTAINMENT
DESIGNER | 2015








