Bart van Paassen

Principal Game Designer at Next Games, A Netflix Game Studio
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Contact Information
us****@****om
(386) 825-5501
Location
Helsinki, Uusimaa, Finland, FI

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5.0

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Miikka Luotio

Bart combines a unique and efficient approach in game design powered by both theory and practical application. He takes a strong lead in design vision while listening to everyone in the team equally, considering all ideas and angles. Bart's intuition in game mechanics is superior and he does not settle for mediocre but keeps motivating the team to discover the best possible mechanic that fits the product & audience. As a true team player, Bart has an ability to relate and connect with game development professionals from all disciplines. Bart also sets an example to the whole team when it comes to work ethics and personal productivity. He is a hard worker who keeps an iron focus in his game design yet is interested and experienced of all aspects that go into mobile game development. Last but not least, he has a great sense of humour that makes him very fun to work with. I wish someday I get another project with him! You rock!!

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Experience

    • Finland
    • Computer Games
    • 1 - 100 Employee
    • Principal Game Designer
      • Feb 2023 - Present

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Lead Game Designer
      • Nov 2019 - Jan 2023

    • Finland
    • Computer Games
    • 1 - 100 Employee
    • Senior Game Designer
      • Jun 2014 - Nov 2019

      Projects: • Compass Point: West (iOS / Android) • The Walking Dead: No Man's Land (iOS / Android) • New project development (2016-2019) Main tasks: • Project design lead, Monetization & retention design • Data-driven design, audience centricity, rapid validation • New Projects design lead: Concepts, protos & pitches to external IP-holders for all new projects • Design fellow: Driving discipline development, ways of working, company-wide design engagement Projects: • Compass Point: West (iOS / Android) • The Walking Dead: No Man's Land (iOS / Android) • New project development (2016-2019) Main tasks: • Project design lead, Monetization & retention design • Data-driven design, audience centricity, rapid validation • New Projects design lead: Concepts, protos & pitches to external IP-holders for all new projects • Design fellow: Driving discipline development, ways of working, company-wide design engagement

    • Finland
    • Computer Games
    • 400 - 500 Employee
    • Senior Game Designer
      • Apr 2014 - May 2014

      Projects:• Nibblers (mobile)Main tasks:• Project design lead, Prototyping, Monetization & retention design

    • Game Designer
      • Jan 2012 - Mar 2014

      Projects:• Angry Birds UGC Project• Prototypes (3 greenlit)Main tasks:• Project design lead, Prototyping, Monetization & retention design

    • Finland
    • Computer Games
    • 1 - 100 Employee
    • Senior Level Designer
      • May 2011 - Jan 2012

      Projects: • Rochard (PS3, PC, Mac, Linux) • Rochard: Hard Times DLC (PC, Mac) • Rock Runners (iOS; prototype design) • Rochard 2 (prototype design) Main tasks: • Level and game design, Localization, Prototyping Projects: • Rochard (PS3, PC, Mac, Linux) • Rochard: Hard Times DLC (PC, Mac) • Rock Runners (iOS; prototype design) • Rochard 2 (prototype design) Main tasks: • Level and game design, Localization, Prototyping

    • Czechia
    • Computer Games
    • 300 - 400 Employee
    • External Designer
      • Sep 2006 - Aug 2011

      Projects: • ArmA II (PC) • ArmA II: Operation Arrowhead (PC) Main tasks: • Warfare multiplayer mode, Gameplay design, Narrative design Projects: • ArmA II (PC) • ArmA II: Operation Arrowhead (PC) Main tasks: • Warfare multiplayer mode, Gameplay design, Narrative design

    • Netherlands
    • Computer Games
    • 1 - 100 Employee
    • Designer
      • Aug 2008 - May 2009

      Projects: • Overlord II (PC, Xbox360, PS3) Main tasks: • Persistent world interaction, Campaign and side quest level design. Gameplay scripting Projects: • Overlord II (PC, Xbox360, PS3) Main tasks: • Persistent world interaction, Campaign and side quest level design. Gameplay scripting

    • Czechia
    • Computer Games
    • 300 - 400 Employee
    • Designer
      • Jan 2004 - Jul 2006

      Projects: • Operation Flashpoint: Elite (Xbox) • ArmA (PC) • Next Gen Game (prototype) Main tasks: • Mission design, Gameplay scripting, Cinematic scripting, Voice casting/directing, Narrative design, Press materials, Game manuals Projects: • Operation Flashpoint: Elite (Xbox) • ArmA (PC) • Next Gen Game (prototype) Main tasks: • Mission design, Gameplay scripting, Cinematic scripting, Voice casting/directing, Narrative design, Press materials, Game manuals

    • Czechia
    • Software Development
    • 200 - 300 Employee
    • Designer
      • Aug 2002 - Jan 2004

      Projects: • Virtual Battlespace 1 (COTS Military Trainer - Serious Game) • Operation Flashpoint 2 (PC prototype) • Silent Strike (PC prototype) Main tasks: • Campaign and narrative design, Gameplay scripting, Cinematic scripting, Reference research, Publisher pitch cases Projects: • Virtual Battlespace 1 (COTS Military Trainer - Serious Game) • Operation Flashpoint 2 (PC prototype) • Silent Strike (PC prototype) Main tasks: • Campaign and narrative design, Gameplay scripting, Cinematic scripting, Reference research, Publisher pitch cases

    • Czechia
    • Computer Games
    • 300 - 400 Employee
    • External Designer
      • Jun 2001 - Jul 2002

      Projects: • Operation Flashpoint Gold (PC) • Operation Flashpoint: Resistance (PC) Main tasks: • Multiplayer design. Cinematic scripting, Patch/update content Projects: • Operation Flashpoint Gold (PC) • Operation Flashpoint: Resistance (PC) Main tasks: • Multiplayer design. Cinematic scripting, Patch/update content

Education

  • HKU (Hogeschool voor de Kunsten Utrecht)
    Bachelor of Art and Technology, Design for Virtual Theatre and Games
    2006 - 2010

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