
Howdy! Nathan here!

I'm a multi-discipline Game Dev with experience on both indie projects and AAA titles. Nice to meetcha!

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Gameplay feature designing and balancing via playtest data

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Rapid Prototyping 3Cs, Systems, and Tools via Visual Script

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Studio representative for overseas partnerships and pitches

Always up for creative projects to collaborate and produce satisfying gameplay experiences.


Co-Op Dungeon Crawler | PC, Mobile | UE4 (Solo Dev)
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Market Research and Solo Dev: Analysing ongoing audience trends for co-op dungeon-crawlers, rougelike and metroidvanias to deconstruct systems, look ahead in the genre landscape, and rebuild features via UE5 visual scripting.
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Combat Anim Montage, VFX, and SFX study: Pushing game-feel by utilising animation principles and feedback stages within player-choice design; ensuring combat inputs are rewarded with juicy knockbacks, camera shakes, key-pose hitstuns, and more.
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Ability-focused Progression: Player kits built modularly and systemically through pick-ups and equipment slots to promote player discovery while streamlining a development cycle. Encourage player agency in comp building, rather than purely through stats to highlight visible growth in team-based combat.


PvPvE Stealth Action | PC, Console | UE4
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Combat Design: Balancing a Rock/Paper/Scissors PvP match-up and introducing Perks that fulfil "hidden roles" to promote player/community discovery of builds. Designed and prototyped the 5th Character combat-kit based on live data to fill gaps in team dynamics.
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Progression and Live Ops: Researching and compiling hour-to-hour engagement loop material for ability unlocks, Daily Challenges and Lore Tapestries. Championed an playable overhaul to the legacy second-to-second / minute-to-minute engagement loops, addressing the team-play fantasy and UX as per internal playtest and live community feedback.
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Mission Design: Pitching and prototyping an onboarding encounter scenario through a visual-scripted mission system, refining with sequencer animatics to showcase hero 3Cs and the unity pillar.


PvP Runner | PC | UE5
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Project Startup: Building from Hood assets and leading a small prototyping team building a new locomotion-system for the studio. Championing an original set of parkour-survival concepts, adapting, and collating user research for a changing market alongside Design Director. Producing A/B product decks for investors and publishers.
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Locomotion UX: Prototyping and balancing early movement-based abilities to embrace a flow state. Supporting junior staff in creating features for balancing movement-based combat and providing milestone reviews to refine 3C UX.
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Game Mode Exotics: Prototyping exotic game modes to appear as part of a rotating event playlist, such as a Survivors vs Boss team-based survival mode.

More Titles
Critter Café
Solo Critter Collector | UE5
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Mission/Puzzle 3Cs and Design Workshops
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Narrative Support and Progression support
FBC: Firebreak
Co-Op PvE | Proprietary Game Engine
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Co-Op Ability and Weapon Design
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Mission / Encounter Design support

Unannounced Story-focused Stealth Title
TBA | UE5
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Weapons and Ability Design

Unannounced GaaS Extraction-Shooter
TBA | UE5
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Locomotion 3Cs
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Rapid Design Iteration and Visual Scripting

Functionality Tester Experience





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