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 RESUME 
ABOUT ME

With over 20 years of professional industry experience working as a game designer (focusing on level design) I feel I have the experience, creativity and knowledge of the video game industry to help make the best products possible.  I can learn software quickly and have a great game design and technical sense, with the ability to write documentation to suite any need. I strive to make awesome games that can be enjoyed by players of all types and skill levels, but ultimately just want to make (or help) make the best games possible.

 SKILLS 

 

Level design - documentation, world layout / geometry block out, encounter creation, pacing, scripting, level optimization and much more...
 

Game design - ­features, systems, controls, camera, balance, UI/UX, game flow, and file integration / modification

 

Lead / Senior - mentor, lead, provide feedback / guidance, and share experience with teams or individuals

 

Software - familiar with modern game engines (Unreal Engine 4/5, CryEngine, Construct2, BuildBox, Godot, and others), Photoshop / GIMP, Maya, Blender, Jira, Illustrator / Inkscape, etc.

Communication / Documentation - Slack, Discord, Teams, Meet, Mirro, Confluence, and more.

 COMPANIES / RESPONSIBILITIES and PROJECT DUTIES 
Counterplay Games
(Sept 2020 - Apr 2023)
 
Principal / Senior Level Designer

 

  • Principal Level Designer focused on researching dynamic new level techniques using Unreal Engine 5. The project this is attached to is currently unannounced.

  • Senior level designer on Godfall assisting the level design team to close out the launch of the game and support DLC that followed.

  • Created documentation and implemented prototype gameplay for new land created for the Fire and Darkness Expansion called Fire Realms.

  • Sole Level Designer on new game mode added to Fire and Darkness Expansion called Lightbringer which used the existing realms (including the new Fire realm) in new, dynamic and random ways.  Players would search the world and destroy 'Dark Tears' and then escort the 'Light' back to a 'Sanctuary'.  Players could then choose to continue to find more light, or to face an immediate challenge.  Higher risk meant higher rewards. I was responsible for figuring out the best places for the Dark Tear encounters to take places and how the players would make their way back to the Sanctuary along with bonus encounters. I also used blueprints to prototype and implement different features for this game mode while working directly with engineering, art, sound, vfx for the final release.

NexonOC Games
(Aug 2019 - Aug 2020)
 
Principal Level Designer

 

  • Principal Level Designer of the studio where I worked on two different prototypes (using Unreal Engine 4) that were ultimately canceled with the closure of the studio.
     

  • Game 1 - Vertical Slice-like demo map - built block out layout (taking team feedback into constant consideration), maintained all game play, collision, and acted as overseer of the map.
     

  • Game 2 - Built test maps to showcase different types of game play and potential game modes. Wrote and modified Blueprints that were used to quickly show off game play ideas and possibilities. Wrote documentation for game mode, character and mechanic ideas.

Daybreak Games
(Aug 2016 - Aug 2019)
 
Lead World Designer

 

  • Lead World Designer on Planetside Arena:  Led Design, Implementation and Managed a small team of designers and artists (7 total) on anything related to the 'world'. This included:
     

    • Oversaw and contributed heavily to the map Echoes of Amerish, which was a  completely redone map from Planetside 2. This required all new terrain and overall layout, materials, meshes, POI / Base layouts, path / road flow, etc for a 8 kilometre square map. This map was used for all large scale combat and battle royale game modes.
       

    • New 'arena' maps that were used for smaller scale game modes, such as deathmatch and capture the flag.
       

  • Lead World Designer on H1Z1:  Similar to Planetside Arena, I led the Design, Implementation and Managed a small team of designers and artists (ranging from 3-10 total) on anything related to the 'world'.

    • Oversaw and contributed heavily to a complete revamp of H1Z1's first map (Z1) with updated terrain balancing (height, paths and map flow), new POI's (new and old), new building layouts, new end zone implementation, etc.
       

    • Oversaw additions to the existing map (Z2) which included new POI's, gameplay opportunities, new end zone mechanics, and much more. 
       

    • Oversaw all map reductions and optimizations for Z2 level for the PS4 port of the game.
       

  • Oversaw all exporting and technical management of the maps for Planetside 2, Planetside Arena, and H1Z1 during my time with the company.​

Turtle Rock Studios
(Aug 2012 - Mar 2016)
 
Level Designer /
Game Designer

 

  • Level Designer on Evolve: Designed, laid out, implemented and oversaw five maps (Weather Control, Rendering Plant, Barracks, Broken Hill Foundry, and Colonial Water and Power). Evolve uses CryEngine / Sandbox editor.
     

  • Created, documented designs, and implemented systems focused on player retention (daily log-in, challenge system, account and character progression systems, tutorials, and training scenarios) for upcoming Evolve ‘update’.
     

  • Worked with other level designers to maintain aspects of all maps in the game in various ways (ie bug fixing, ai nodes, flight boundaries, collision, logic (flowgraph), game mode setups, and many other aspects).
     

  • Arena Mode designer (Evolve game mode): Wrote and oversaw design, worked with programmers (along with other depts)  and decided / implemented / named dome placement in all levels / xmls.
     

  • Built a prototype level for an unannounced / canceled project.
     

  • Provided feedback daily for all aspects of Evolve during development.

Double Helix Games
(Feb 2000 – Aug 2012)
 
Lead Level Designer /
Senior Level Designer /
Level Designer

 

  • Documentation (writing and reviewing) / Level Layout Design / Core Game Mechanic Design / System Implementation design / Game Pitch designs
     

  • Level Implementation and scripting using proprietary (Edward / SlayED) and commercial software (Maya, Photoshop, Unreal ED).
     

  • Mentor and teach junior users (and other depts.) of our tools and tech.
     

  • Co-Lead Level Designer on Battleship. I blocked out and scripted the prototype level.  Worked with programmers to prototype and implement the tactical combat and background ships associated.
     

  • Lead Level Designer on Green Lantern: The Rise of the Manhunters.  Oversaw a team of five level designers.  Designed, laid out and scripted two missions (M03, M06) and built several prototype levels (including flight test).
     

  • Senior Level Designer on Front Mission Evolved where I Implemented level design and scripting for three separate helicopter sequences (that started out the mission – M05, M09, M12). I also laid out and scripted most of the opening tutorial level.
     

  • Lead Level Designer on G.I. Joe – Rise of Cobra.  Oversaw several designers and scripters to implement 22 levels, and scripted 4 levels myself.
     

  • Senior Level Designer on Silent Hill Homecoming where I reworked, laid out and scripted three areas (Shepherd’s Glen Cemetery, Hotel, and the Church).
     

  • Implemented level design and scripting for two levels in Golden Compass (Jordan College, and Bolvangar).  
     

  • Lead Level Designer on The Da Vinci Code.  Designed and scripted one mission (St. Sulpice) and assisted on the rest. Completed game from start of pre-production to release candidate in ~12 months.
     

  • Senior Level Designer on Star Wars: Episode III – Revenge of the Sith where I designed and implemented three missions (M02, M04, M06).
     

  • Level Designer and Senior Level Designer on several projects (Indiana Jones and the Emperor's Tomb, Buffy the Vampire Slayer, Star Trek: Deep Space Nine - The Fallen) working directly with the Lead Designer and Creative Director of the studio (Collective). Each project I took on several missions each, where I designed, documented, and implemented the game play scirpting, while provided feedback for the game play.

© 2020 by Nick Parde.

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