GAME DESIGNER
Nick King
I'm a Game Designer with a passion for creating fun gameplay and breathtaking worlds.
ABOUT ME
5+ years experience in game design and development across both art and design pipelines with 7+ shipped game projects.
Hello, I'm Nick. I’m a highly motivated and friendly person who loves solving design puzzles and collaborating with my peers to create innovative and unforgettable gameplay experiences. I have worked in multiple game teams where my role has been Gameplay Design/ Level Design/ 3D Modeling, and I love what I do. I am always eager and open to learning and expanding my skills as a designer and artist.
I love designing and playing a variety of games and genres both digital and physical. CCG’s, TRPG’s, Survival/Sandbox, RPG’s, and FPS’s have always been some of my favorites. A lot of them led me to pursuing game design as a career.
Feel free to contact me if you have any questions or would like to chat! I'm always interested in meeting new people and learning more about what's out there.
MY GOALS
My goal is to work in the videogame industry as a Game Designer. Gameplay Design, Level Design, and 3D Modeling are some of my favorite parts whether it's for a strategy card game, hero shooter, open world game, etc. I am committed and eager to further my career in the videogame industry and I am actively searching for full time jobs in Game Design to further refine my craft.
MY WORK
• I currently work part-time as a 3D Artist and Level Designer at the Indie Studio Project XR. There I define and own the creative world building direction of a fast-paced 9-person multidisciplinary Agile team with bi-weekly meetings to develop a VR strategy crafting alchemy simulator set in hand painted low technology solar punk style world. I collaborate with producers, other team leads, and teammates in various disciplines to plan and construct modular trim sheets, texture atlas’s, unique 3D ingredients, 3D rigged crafting stations, and hand painted textures using Blender, ZBrush, Substance Painter, and Clip Studio Paint to make the world feel alive and keep with the team’s vision. I design, iterate, and implement various level spaces in Unreal Engine 5 for VR development and utilize Blueprinting for gameplay and optimization to maximize player experience and exploration aspects within a handcrafted VR world. I lead and iterate on a collaborative vision with other disciplines to form a consensus on art style, fluid level flow, accessibility, gameplay mechanics, pacing, repeating content and storytelling. I create, maintain, and present multiple game documents, sprint presentations, and asset burn downs for our team throughout our development cycle.
• I currently work part-time as an Art Manager and Level Designer at the Indie studio Abyssal Inc. There I manage and own the creative world building direction of a fast-paced 14-person multidisciplinary Agile team with bi-weekly meetings to develop a handcrafted VR exploration and dance battle game set in the 1980’s with a hand painted eldritch twist. I work closely with producers, other team leads, and teammates in various disciplines to plan and construct 87% of the unique 3D assets and textures using Maya, ZBrush, Substance Painter, and Photoshop to make the world feel alive and keep with the team’s vision. I design, iterate, and implement the central Club Cosmic nightclub level in Unreal Engine 5 for VR development and utilize Blueprinting for gameplay and optimization to maximize player experience and exploration aspects within a handcrafted VR world. I develop and iterate on a collaborative vision with other disciplines to form a consensus on art style, fluid level flow, AI density, gameplay mechanics, pacing, repeating content and storytelling. I create, maintain, and present multiple game documents, sprint presentations, and asset burn downs charts for our team throughout our 1-year development cycle.
• Worked as a Freelance Game Designer for the Indie Studio Divine Games on both the design and art pipelines doing jobs such as level design, gameplay design, 3D Modeling, and design documentation. Pitched, designed, implemented, and worked on multiple games in development with bi-weekly meetings in an agile setting. Coordinated meetings and worked along side artists and programmers to meet deadlines and fulfill visions for the games. Notably I worked as a game designer on the first ever Discord based MMO "Depths: Lost Legacy" in charge of designing progression, skill trees, and quest systems.
• Worked as a Game Designer at Quillmark where I took on multiple design and art roles such as gameplay design, level design, 3D Modeling, texture art, and map creation. I worked with big name clients such as the Minecraft youtubers Sigils, Slogo, and Jelly where my work was seen by hundreds of thousands of people. I have shipped over 5+ unique projects across multiple versions of Minecraft with projects published on a range of places such as Minecraft Java Realms as well as Sticky Piston Hosting and Planet Minecraft.
• Worked as a Volunteer Lead Game Designer on the PONG Minecraft Build Team. There I wore multiple hats and was responsible for leading a small design and development team to produce innovative new Minecraft maps and game modes for the UW-Stout campus. My normal duties included designing, creating, and making art for multiple large scale lobby maps for PONG's Minecraft servers as well as designing complex game modes and creating large scale unique levels to fit PONG's large player base and tournament style of play for LAN events. I followed an industry standard scrum format while working under fast paced set deadlines to deliver a playable product to be featured at events by large audiences.
• Active member of the International Game Developers Association (IGDA).
• President of Tau Sigma National Honors Society branch at my college for 3 years.
• Have been creating custom content for games for over 10+ years.
• Won multiple awards for innovation, design, and art.
BACKGROUND
EDUCATION
BFA in Game Design and Development-Art with multiple studies in Gameplay Design, Level Design, and 3D Modeling from the University of Wisconsin-Stout
Graduated May 2024
Interested in fulltime industry jobs
AWARDS
• Winner of the Most Anticipated Senior Game Award for the eldritch disco VR game "Boogie Beyond" at the Fall Stout Game Expo 2023 beating 5 other games
• "Con Colony" Was nominated for the Stout Game Expo 2022 Award for "Best Gameplay" in the Advanced 2D game category.
• "MAU" Was nominated for the Stout Game Expo 2021 Award for "Best Game Art" in the 2D game category.
• "Best of the Worst" Won the Stout Game Expo 2020 Award for "Best Execution" in the card/board game category.
• "Best of the Worst" Was nominated for the Stout Game Expo 2020 Award for "Most Unique Concept" in the card/board game category.
SKILLS
Advanced: Game Design and Development, Systems Design, Gameplay Design, Level Design, Game Balancing, World Building, Ideation, Innovation, Creativity, Presentation, Documentation, Physical and Digital Drawing/sculpting, Pixel and Vector Art, Project Management, Communication, Leadership, Teamwork, Organization, People Skills, Agile Development, Scrum.
Proficient: Understanding the coding process, implementing assets.
Software
Advanced: Maya, Zbrush, Blockbench, Substance Painter, Photoshop, Illustrator, InDesign, Google Drive, Excel, Aseprite, Asana, Trello.
Proficient: Unity 2D, Unreal Engine 4 & 5, Unreal Blueprinting, Godot 3.5 & 4, Jira, Confluence, Substance Stager, Substance Designer, Premiere, After Effects, Tiled, SVN, GitHub, JavaScript.
A Closer Look at Some Projects
01
Competitive Round Based FPS
Reclaim
Level Designer and Environment Artist
Reclaim is a Valorant/CSGO style map set in ancient ruins that are being taken over by futuristic researchers. It’s a new take on the classic two bombsite map with attackers and defenders. It features two way teleporters, rising platforms, opening doors, and usable ladders. The map was designed around a modular player base ranging from 3vs3, 4vs4, and 5vs5.
02
Sci-Fi Shop Simulator and Creature Collector
Game Designer and Lead Artist
Con Colony is a top down dystopian sci-fi shop simulator with a fluctuating in-game economy. Play as a wanderer that fell on hard times and is now stuck in a small clueless colony. Convert your ship into a makeshift shop and sell whatever you can to get by. Undercut, steal, and buyout your competition using your wits and companions. Will you make it big and eventually leave the colony richer than ever before, or fall flat as a business person?
03
Team Based PVP, Looting, Strategy, and Boss Fighting
Hedge Legends
Lead Game Designer
Hedge Legends is a Team Based Loot and Boss Rush style Minecraft game playable with a varying amount of players and a max of 24 players split into 8 teams of 3. Race to gear up and explore a maze style map in order to take on the 4 quadrant bosses. But beware, only 1 team can place all 4 boss heads and call themselves the Hedge Legends!
LET'S Chat!
FEEL FREE TO CONTACT ME FOR FUTURE WORK AND PARTNERSHIPS