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Game Designer Bulkhead
AI Desiger III CIG

CV

Career History

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Game Designer - BULKHEAD

October 2022 - ONGOING

  • Work on major game features and drive their development from end-to-end.

  • Understand the technical constraints of the engine and the project.

  • Support the needs of the design team.

  • Pro-actively work alongside other developers and designers to share, give feedback, gather essential information and be consistent within your work.

  • Communicate design vision clearly to your team and management across all disciplines.

  • Champion quality across the whole game, maintaining consistently high-quality work.

  • Design documentation outlining new features and design proposals.

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AI Designer III - CloudImperiumGames

October 2021 - October 2022

  • Same as previous role but with the addition of more responsibility:

    • Mentoring new employees on the team

    • Owning multiple features

    • Point of contact for various features and setup/implementation process

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Designer - CloudImperiumGames

March 2019 - October 2021

  • Writing design documentation for usables throughout Star Citizen persistent universe (multiplayer) and S42 (single player).

  • Writing up design documentation for AI behaviours.

  • Using Visio to create behaviour trees before creating them with the visual scripting software.

  • Using Visio to create interaction state machines for usables.

  • Creating Usables using in house software.

  • Working with programmers, artists, animators, VFX and SFX team to create new usables.

  • Diving into 3DS max to update usable models to ensure they have the correct naming conventions.

  • Using our in-house visual scripting software to develop behaviours for AI to run.

  • Contribute to design discussions and help solve complex design challenges within the games’ settings.

  • Often working with Programmers to discuss new tech we need, creating proposals and discussing how we are going to implement it.

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Junior Designer - CloudImperiumGames

January 2018 - March 2019

  • Working closely with Narrative Design to ensure the story is carried well throughout the level.

  • Setting up scenes throughout different chapters.

  • Setting up mission logic and simple behaviours.

  • Creating basic whitebox areas before art made a pass (very basic)

Designer CIG
Junior Designer CIG
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Quality Assurance Tester - CloudImperiumGames

Quality Assurance CIG

July 2016 - January 2018

  • During my employment, I gained a detailed understanding of the software used at Cloud Imperium Games and the testing methods used, I have improved upon my JIRA usage and gained an understanding of confluence. My interpersonal skills have substantially advanced, while also observing how current Seniors and Leads perform daily to improve upon my own work.

  • Find, report, and verify issues on assigned projects

  • Execute and maintain test cases on assigned projects

  • Provide feedback to the development team on product features

  • Knowledge with CryEngine, especially the Sandbox toolset

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Quality Assurance Tester - Tt Games

Quality Assurance Tt Games

August 2014 - July 2016

  • Over the 2 Years at Tt Games, I greatly developed my knowledge of the software used to test video games.

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Quality Assurance Tester - Codemasters (part of uni course)

Quality Assurance Codemasters

September 2012

  • I managed to get some QA experience through Bolton university, testing car physics for Codemasters providing feedback on how cars felt and any issue that popped up. They came to the university for a short period of time and set up a little testing station, students were able to test the unreleased game for a short duration. The game was an undisclosed IP.

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Quality Assurance Tester - Dark Energy Digital (part of uni course)

Quaity Assurance Dark Energy Digital

August 2010

  • I tested the game Hydrophobia through part of my course at Bolton University, this involved writing up any issues I may come across and playing through certain parts of the game that were available. They came to the university for a short period of time and set up a little testing station, students were able to test the game for a short duration.

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