Skills Summary

Design Expertise

System Design: Creating a new gameplay experience by designing and implementing a set of interacting player mechanics (and the context they’re used in) that evoke the desired player skill expression with high player satisfaction. I’ve owned systems from paper design to prototype to polish, and have jumped on existing systems to quickly leverage completed work into positive results.

3C’s: Creating bespoke character controllers, camera systems, and gameplay mechanics that use every aspect of the medium to make the player “feel” like they are their character. My film degree experience (fueled by a lifelong love of cameras and animation) has helped me wonders with this.

Documentation: Using words, spreadsheets, slideshows, videos, graphs, and drawings to present all necessary information for a system (Game Design Documents, Technical Documentation, and Feature Roadmaps) from one source of truth. This has been game-changing for QA for every project I’ve been on.

Playtesting: Writing User Research test cases (“when [A] is [B], the player [C]”), writing playtest questions for measurable results, and encouraging consistent playtesting and feedback loops within the dev team.

Languages and Software

C#, Blueprints, Visual Scripting, C++, Unreal Engine 4/5, Unity, Snowdrop Engine, Proprietary Software, Swarm, Perforce, Confluence, Miro, Excel, PowerPoint, Blender, Photoshop, Premiere, Audition

Production and Teamwork

Feature Ownership, Agile Methodologies, Collaboration, Cross-Disciplinary Teams, Leadership, Onboarding Team Members, Teaching Software and Skills, Public Speaking

Kyra (me) with the Fortnite Llama at GDC 2024

Some evidence of my Confluence legacy at Red Storm

More About My Design Approach

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Feedback from My Teammates at Ubisoft Red Storm