Louis McTague - Technical Game Designer
Highlights
During my time at Skydance Games I worked on two separate, canceled projects. Although these projects never shipped, I learned more on these projects than any other one and took initiative in game development in a big way. I owned development and design of weapons, abilities, puzzles, and side content systems.
Engine: Unreal Engine 5
Role: Senior Technical Game Designer
Tools: Unreal Engine 5, Visual Studio, Miro, Claude AI, Perforce, Slack
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Helped define core gameplay loop and progression for new IP on aggressive schedule.
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Led development of core gameplay features such as Weapons and Abilities.
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Designed, prototyped, & maintained development of over 4 weapons and 10 abilities utilizing Unreal Engine GAS framework and Blueprints.
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Coordinated multidisciplinary team to meet feature deliverables.
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Documented gameplay features and presented solutions to design problems.
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Identified functionality gaps, bugs and opportunities for improvement.
Engine: Unreal Engine 5 VR
Role: Senior Technical Game Designer
Tools: Unreal Engine 5, Visual Studio, Miro, Perforce, Slack
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Developed features for a canceled VR project with a high-profile licensed IP.
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Took initiative in developing gameplay features that enhance player’s IP fantasy.
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Prioritized efficient scripting creating systems that run smoothly in VR headset.
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Lead multidisciplinary feature development to foster progress on systems.
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Developed Puzzle Manager system used to quickly set up puzzles by designers in level.
