David B.

Senior Combat Designer at Santa Monica Studio
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United States, US

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Experience

    • United States
    • Entertainment Providers
    • 200 - 300 Employee
    • Senior Combat Designer
      • Jun 2020 - Present
    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Lead Combat Designer
      • Oct 2017 - Jun 2020

      I worked as the Lead Combat Designer on PSVR game 'Blood & Truth'. I led a small team, responsible for all combat scenarios in the game. I worked with the Design Director to define the core pillars for our combat experience, then created prototypes to help sell this vision to the rest of the team. ​My duties ranged from designing enemy archetypes (their abilities, AI behaviours, animations etc), scripting and choreographing combat sequences, to the overall balance of the game. I… Show more I worked as the Lead Combat Designer on PSVR game 'Blood & Truth'. I led a small team, responsible for all combat scenarios in the game. I worked with the Design Director to define the core pillars for our combat experience, then created prototypes to help sell this vision to the rest of the team. ​My duties ranged from designing enemy archetypes (their abilities, AI behaviours, animations etc), scripting and choreographing combat sequences, to the overall balance of the game. I worked with level designers to implement combat systems and provide direction as to how to make the best type of combat experience for our game. I had final say on how these scenarios should take place and was responsible for making sure that the quality was consistent. ​As part of our DLC plan, I was in charge of creating a 'Hard' mode for the game. This involved re-balancing the entire experience, including adjusting some of the core mechanics of the game.

    • Senior Designer
      • Apr 2017 - Oct 2017

      London, United Kingdom Blood & Truth (PSVR) I joined London Studio as part of the Level Design department, providing experience on how to build levels from a combat perspective. This included: - Building test levels/gyms to show best practises for how to create a space that is suitable for combat in VR. - Working with the Lead Designer & Design Director to provide design feedback on how to create engaging combat experiences. - Partnering with the Lead AI Programmer, to create playable… Show more Blood & Truth (PSVR) I joined London Studio as part of the Level Design department, providing experience on how to build levels from a combat perspective. This included: - Building test levels/gyms to show best practises for how to create a space that is suitable for combat in VR. - Working with the Lead Designer & Design Director to provide design feedback on how to create engaging combat experiences. - Partnering with the Lead AI Programmer, to create playable combat prototypes

    • United Kingdom
    • Media Production
    • 1 - 100 Employee
    • Lead Designer
      • Apr 2016 - Apr 2017

      I worked on two titles - one midway through production, the other from conception: - Planet of the Apes: Last Frontier (2017) - Crisis on the Planet of the Apes VR (2018) My responsibilities include designing the core gameplay mechanics and game flow, scheduling tasks and assigning them to members of the design team, liaising with and updating the project stakeholders, and making sure the creative vision is maintained throughout the project. Key Achievements: -… Show more I worked on two titles - one midway through production, the other from conception: - Planet of the Apes: Last Frontier (2017) - Crisis on the Planet of the Apes VR (2018) My responsibilities include designing the core gameplay mechanics and game flow, scheduling tasks and assigning them to members of the design team, liaising with and updating the project stakeholders, and making sure the creative vision is maintained throughout the project. Key Achievements: - I successfully pitched one of our projects, resulting in it being greenlit. - Throughout the projects I managed three other designers. As part of my responsibilities I worked with them to ensure that their work was scheduled correctly, that they met deadlines, and that they could fully contribute to all aspects of the game's design. Show less

    • United States
    • Software Development
    • Designer
      • Dec 2012 - Apr 2016

      Fable: Legends As the Creature Designer for the project, I led a large team in building over 20 unique creatures. I worked on the creatures, from creative conception to their technical implementation, including designing the AI combat behaviour trees and the creature's abilities Making sure that creatures were fun to control for the Villain player and engaging for Hero players to fight against was paramount. Collaboration was key; I was required to work across a range of different… Show more Fable: Legends As the Creature Designer for the project, I led a large team in building over 20 unique creatures. I worked on the creatures, from creative conception to their technical implementation, including designing the AI combat behaviour trees and the creature's abilities Making sure that creatures were fun to control for the Villain player and engaging for Hero players to fight against was paramount. Collaboration was key; I was required to work across a range of different disciplines to ensure that the core design vision was maintained. My responsibilities include designing and prototyping creatures and game mechanics, creating documentation, liasing with project leads and ensuring the all creatures were balanced.

    • Gameplay Scripter
      • Jun 2011 - Dec 2012

      Fable: The Journey My duties included designing and implementing challenging and fun gameplay scenarios - I was required to script game sequences using the Unreal Kismet tool, and create a memorable and enjoyable gaming experience for the player. Midway through the project, I was given the responsibility of designing different combat scenarios throughout the game, from conceptualisation to implementation. It was my job to make sure that all combat scenarios stayed true to the… Show more Fable: The Journey My duties included designing and implementing challenging and fun gameplay scenarios - I was required to script game sequences using the Unreal Kismet tool, and create a memorable and enjoyable gaming experience for the player. Midway through the project, I was given the responsibility of designing different combat scenarios throughout the game, from conceptualisation to implementation. It was my job to make sure that all combat scenarios stayed true to the design vision and that the quality was to a high standard.

    • United States
    • Software Development
    • 200 - 300 Employee
    • Designer
      • Oct 2012 - Nov 2012

      London, United Kingdom Sesame Street TV I was given on loan to Soho Productions to help finish off the second season of Sesame Street TV. I worked as part of the design team to create gameplay sequences. I was required to quickly learn their proprietary scripting software. I worked closely with senior designers to quickly iterate and make sure deadlines were reached.

    • Tanzania
    • Non-profit Organization Management
    • 1 - 100 Employee
    • QA Tester
      • Mar 2011 - Jun 2011

      SEGA Rally Online Arcade Maintained hardware manufacturer’s standards, advised on submission requirements and created test plans.

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Cinematic Designer
      • Jul 2010 - Mar 2011

      Need For Speed: Hot Pursuit My duties included designing and creating cinematic game assets, to be used as marketing trailers for upcoming game conventions and TV adverts. I was given the responsibility of creating exciting online and offline gameplay footage. I was required to learn and use Maya to animate sequences for the game. My work has been featured at Gamescom, the Tokyo Game Show, needforspeed.com and a series of television adverts. I contributed feedback back to… Show more Need For Speed: Hot Pursuit My duties included designing and creating cinematic game assets, to be used as marketing trailers for upcoming game conventions and TV adverts. I was given the responsibility of creating exciting online and offline gameplay footage. I was required to learn and use Maya to animate sequences for the game. My work has been featured at Gamescom, the Tokyo Game Show, needforspeed.com and a series of television adverts. I contributed feedback back to the design team and helped to report bugs. Show less

    • Spain
    • Photography
    • 1 - 100 Employee
    • Producer
      • Feb 2008 - Mar 2010

      As producer, I delivered four large-scale projects. All were on budget and delivered on time. Duties included account handling, designing and pitching ideas to potential clients, researching current trends and ensuring that the project was completed to schedule. I collaborated with a range of different artists, musicians, editors and writers to make the final product a success.

    • Production Co-ordinator
      • Jan 2009 - Mar 2009

      I co-ordinated the production of a series of educational videos. Duties included staff recruitment, production scheduling, location research and budget management. Projects were brought in on time and with a large profit margin, resulting in excellent feedback.

    • Brazil
    • Entertainment Providers
    • 100 - 200 Employee
    • Design/Production Assistant
      • Nov 2008 - Jan 2009

      I took part in the creative development and pre-production of the programme. I created tasks and ideas that featured in the show; one of my ideas involved a housemate dressing up as a cute, friendly dinosaur and attempting to scare their fellow housemates.

Education

  • University of Surrey
    BA Hons Culture, Media and Communication, Modern culture, Media
    2004 - 2007

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