Daniel Loane

Senior Game Designer at NetherRealm Studios (WB Games)
  • Claim this Profile
Contact Information
us****@****om
(386) 825-5501
Location
Deerfield, Illinois, United States, US

Topline Score

Topline score feature will be out soon.

Bio

Generated by
Topline AI

5.0

/5.0
/ Based on 1 ratings
  • (1)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

Dan is one of the most passionate and hard-working designers I've met. He tackled some of the most arcane systems in our games and could always be trusted to understand and tweak them to perfection.

You need to have a working account to view this content.
You need to have a working account to view this content.

Experience

    • United States
    • Computer Games
    • 200 - 300 Employee
    • Senior Game Designer
      • Apr 2021 - Present

      Focusing on Systems Design on the Mobile Team...more details coming in the future!

    • Sweden
    • Entertainment Providers
    • 700 & Above Employee
    • Senior Systems Designer
      • Jan 2018 - Feb 2021

      When I left King I was a Senior Systems Designer on Candy Crush Saga. While on Candy 1 I was in charge of design for Candy Crush All Stars UK (+~12% GB), Star Tournament (+~13% GB for EoC Players) and reworking the Score System for clarity and consistency while ensuring that there was no need for a massive rebalance of star thresholds.I was a Senior Systems Designer on Candy Crush Friends Saga. I designed live ops that created some of the highest sustained uplift in Gross Bookings in Candy Crush series history. I worked across multiple teams ensuring that the vision of the project was maintained and that all systems and subsystems work together to create an optimal player experience. I was the Systems Designer on Call of Duty Mobile and lead the creation of our innovative meta design including documentation and earning buy in from stakeholders. I lead the charge to develop our unique game mode. I was in charge of designing the pipeline for our modular weapons systems and balancing said weapons.

    • United States
    • Computer Games
    • 200 - 300 Employee
    • Systems Designer
      • Jun 2014 - Jan 2018

      I was in charge of systems design on Call of Duty Online. That includes just about everything systems related from weapon balance and creation, challenges, perks and killstreaks to XP, economy balancing and more. I've optimized spawning logic, created an FX system that allows weapons to turn enemies into goo, worked on maps and even created a few FX of my own (using existing assets with some tweaks). I've worked closely with tools programmers to help streamline significant pipeline issues reducing tasks that used to take days into tasks that take minutes.

    • Game Designer
      • Aug 2008 - May 2014

      My job included: Systems and Monetization Design, Gameplay Scripting, Level Creation, Camera Placement, Nav Creation, Content Prototyping, AI Design and Implementation, Combat Design, Documentation, Pacing, etc...Final Project: Unannounced Mobile RPG (iOS)

    • United States
    • Retail
    • 700 & Above Employee
    • GSR
      • Jan 2010 - Jan 2013

      I worked part time at Gamestop as a GSR, I went in 1 day a week as a side job. I learned about what consumers want in their games and took that information back to the studio with me. I enjoy working with people, especially gamers and thus it was a great side job.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • QA Tester/UI Programming Intern
      • Dec 2006 - Aug 2008

      I was the tester who found the obscurest of the obscure bugs. I learned a lot about how to find and then accurately reproduce bugs, write up a solid bug report, and when words couldn't accurately describe the problem, recorded video. In UI I was a member of one of the best teams I've ever seen. I worked predominantly in Flash/Actionscript but had to tie data into the engine as well..

    • Retail
    • 1 - 100 Employee
    • Assistant Store Manager
      • Dec 2002 - Jun 2008

      I was an assistant manager, and one of the top sales people in the company. I made game suggestions, handled cash, held a key to the store, transferred product, handled inventory control, received and sent product, took trade in's and helped with scheduling for almost 6 years.

Education

  • DePaul University
    Computer Game Development With a Programming Concentration, Computer Game Development
    2006 - 2009

Community

You need to have a working account to view this content. Click here to join now