Adam K.

Lead Game Designer at Space Ape Games
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Contact Information
us****@****om
(386) 825-5501
Location
London, England, United Kingdom, GB
Languages
  • English Full professional proficiency
  • Polish Native or bilingual proficiency

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Bio

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5.0

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Pedro Rabinovitch

Adam is great to work with. He's focused on delivering a quality product above all else and will go to great lengths to get the results needed to produce a hit. Adam will happily engage in all sorts of activities from high-altitude vision setting through creating UI wireframes and mockups, prototyping content, all the way to the low-level like tweaking millisecond values to make sure an animation syncs up correctly. He's also a keen team player and is always looking out for his colleagues across all disciplines, making sure the artists and QA can work efficiently and coordinating the best way to configure the game with the coders. His initiative of spreading around reference sheets for things like underused shortcut keys, for instance, was a real boon. :-) Adam is clearly very knowledgeable on the realm of computer and mobile games and it shows in his work! ...just don't ask him to do his Jar-jar impression. ;-)

Scott Cameron

Adam exudes all the qualities you would expect from a great designer. He obviously knows everything there is to know about gameplay mechanics and genre specific design but it goes further than that. Adam doesn’t just design video games for a living he lives to design video games. I’ve rarely met someone with as much passion, integrity and determination as Adam. I would recommend him in a heartbeat to work as a senior designer on any mobile game.

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Experience

    • United Kingdom
    • Computer Games
    • 100 - 200 Employee
    • Lead Game Designer
      • Jan 2015 - Present

      Senior and lead game design across multiple areas and specialties (from documentation to prototyping, implementation, balancing, and live ops) for one of the most exciting studios in London.By the end of 2017, I've completed a 3-year tenure as the design lead on the critically and commercially successful Transformers: Earth Wars (developed by Space Ape Game and licensed by Hasbro). Currently working as the lead designer and founder of the Boom Beach: Frontlines team. Senior and lead game design across multiple areas and specialties (from documentation to prototyping, implementation, balancing, and live ops) for one of the most exciting studios in London.By the end of 2017, I've completed a 3-year tenure as the design lead on the critically and commercially successful Transformers: Earth Wars (developed by Space Ape Game and licensed by Hasbro). Currently working as the lead designer and founder of the Boom Beach: Frontlines team.

    • United Kingdom
    • E-Learning Providers
    • 500 - 600 Employee
    • Author of Practical Game Design
      • Apr 2018 - Present

    • United Kingdom
    • Broadcast Media Production and Distribution
    • 200 - 300 Employee
    • Full Member
      • May 2016 - Present

      I've been honored to sit on the jury for Game Design at 2017 BAFTA Video Game Awards. I've been honored to sit on the jury for Game Design at 2017 BAFTA Video Game Awards.

    • United Kingdom
    • Computer Games
    • 700 & Above Employee
    • Game Designer (mobile)
      • May 2012 - Jan 2015

      Main Releases:- Lara Croft: Relic Run (Editor's Choice, Touch Arcade 80%)- Deus Ex: The Fall (winner of 7 E3 awards, #3 in Golden Joystics Awards - Best Mobile Game, Touch Arcade 90%, Pocket Gamer 80%, Slide To Play 100%, IGN 82%, Editor's Choice)- Mini Ninjas (iOS & Android, Editor's Choice)Design Support/Guidance:- Hitman GO, Hitman Sniper- Champ Man 14, Champ Man 13- Game Design and Design Direction on various levels of engagement (from idea generation and concepting to hands on design, support and feedback)- Overseeing and guiding game design & gameplay vision of multiple projects developed by 3rd parties.- Setting up design guidelines, workflow & quality bar for all upcoming games.- Leading monetization, game balance and economy adjustments.- Economy Balancing & Live product management- User interface design

    • France
    • Computer Games
    • 700 & Above Employee
    • Junior Studio Lead GD
      • Jan 2012 - May 2012

      - Game Design (from pre-production to gold)- Overseeing and improving the quality of all designs from the studio- Mentoring and supporting the in-house team of designers- Recruitment

    • Game Designer
      • Jan 2011 - Jan 2012

      - Game Design- Writing and maintaining design documentation (concepts, gdd's, proposals, flows etc.)- Feedback & support for all members of the team- Level Design (both 2D and 3D)- Social & Free To Play Game Design- Game Balancing- Mentoring other members of the team- Maintaining and adapting the game vision to the demands of our HQ

    • Poland
    • Mobile Gaming Apps
    • 400 - 500 Employee
    • Game Designer
      • Jun 2008 - Dec 2010

      Some of my duties:- Game Design (and everything you can link with this word: concepts, GDDs, proposals, brainstorming sessions etc.)- Creative Writing (story, dialogue, copy)- Level Design- Recruiting and mentoring new game designers- Handling playtesting sessions and maintaining feedback- Creating and updating whole design documentation (GDDs, flow schemes, mockups etc.)- Recording and editing of game trailers and other promotional materials

    • QA Tutor
      • Jun 2007 - Jun 2008

      Some of my duties:- Testing Games- Creating Test Plans- QA mentoring and supervision- Creation of promotional materials (game trailers etc.)

Education

  • Uniwersytet Szczeciński
    Education of Computer Science and Technology
    2008 - 2009
  • Żak Science and Business Centre
    Psychology and Sociology on One-Year Post-Secondary School,
    2007 - 2008

Community

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