Mike Stout

Principal Game Designer at Blizzard Entertainment
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San Francisco Bay Area

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Lloyd M.

Mike is quite probably the most dedicated and passionate games professional I've ever met. He has a great knowledge of games and their mechanics along with a knowledge of other entertainment media which he combines to great effect. He has an inherent sense of how to make something fun and could probably even make a game about spreadsheets into something special if you gave him a couple of days. During our time working together I've seen him getting his hands dirty in every department which forged and then reforged an ever stronger game. How did he have time to do all of it? How did he have time to write documents? And documents about documents? And lists of documents? A super-solid, talented and funny as f**k guy who went way beyond his calling to get things done and make things work. He did more than I've ever seen anybody ever do for a project and I'm sure more than I'll never see anybody ever do again. I found Mike to be a perfect guy to work with and loved bouncing ideas around with him. Loved attending the magic wall of index cards with him. Loved laughing with him. Loved crying with him. I loved watching the sun set with him as we supped our mint juleps and let the warm North Hollywood breeze tickle our tiny toes.

Stephanie Morris

Mike is one of the hardest working, professional and committed individuals I've ever had the pleasure of working with in the games industry. It would be a pleasure to have the opportunity to work with him again in the future.

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Experience

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Principal Game Designer
      • Jun 2021 - Present
    • United States
    • Computer Games
    • 1 - 100 Employee
    • Principal Game Designer
      • Aug 2018 - Jun 2021

      On Crash Bandicoot 4: It’s About Time, I designed several levels and bosses, planned out the structure of the game, and reverse engineered the Crash DNA from the originals. On Crash Bandicoot 4: It’s About Time, I designed several levels and bosses, planned out the structure of the game, and reverse engineered the Crash DNA from the originals.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Principal Game Designer
      • Nov 2017 - Jun 2018

      Worked on an unannounced prototype that wasn’t capitalized. On this project I did some: enemy design, level design, boss design, along with implementation in Unreal using Blueprint. Worked on an unannounced prototype that wasn’t capitalized. On this project I did some: enemy design, level design, boss design, along with implementation in Unreal using Blueprint.

    • United States
    • Education Management
    • 1 - 100 Employee
    • Game Designer in Residence
      • Jan 2017 - Nov 2017

      A one year university position. I advised the college on industry matters, assisted in making demos for the college's clients, taught a Unity Game Development summer camp for high school students, helped teach classes on game/level design, and advised university students on their game development projects and on industry practices. A one year university position. I advised the college on industry matters, assisted in making demos for the college's clients, taught a Unity Game Development summer camp for high school students, helped teach classes on game/level design, and advised university students on their game development projects and on industry practices.

    • Game Design Consultant
      • Feb 2013 - Nov 2017

      Provided Game Design services on a freelance basis to clients such as Activision Publishing, Toys for Bob, Insomniac Games, and Vicarious Visions, and others. My duties range from design review and feedback to mechanic/level design duties to building consensus with stakeholders on both the publishing and develper side to drive design quality. Provided Game Design services on a freelance basis to clients such as Activision Publishing, Toys for Bob, Insomniac Games, and Vicarious Visions, and others. My duties range from design review and feedback to mechanic/level design duties to building consensus with stakeholders on both the publishing and develper side to drive design quality.

    • Design Specialist
      • Oct 2009 - Feb 2013

      Work publisher-side representing Activision. My job was to consult with first and third-party development studios on design. My duties on titles range from research to consulting to sometimes taking on full design lead duties. http://www.interactiveaxis.com Work publisher-side representing Activision. My job was to consult with first and third-party development studios on design. My duties on titles range from research to consulting to sometimes taking on full design lead duties. http://www.interactiveaxis.com

    • Entertainment Providers
    • Design Director
      • Nov 2007 - Jun 2009

      This job included evaluating and quality control of the output of all departments, liaising with Capcom, design direction, story management, and many other responsibilities. This job included evaluating and quality control of the output of all departments, liaising with Capcom, design direction, story management, and many other responsibilities.

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Lead Level Designer
      • Mar 2007 - Nov 2007

      Responsible for managing the level design team for the now-cancelled Aliens RPG. Responsible for managing the level design team for the now-cancelled Aliens RPG.

    • United States
    • Computer Games
    • 300 - 400 Employee
    • Senior Designer / Multiplayer Lead
      • Apr 2002 - Feb 2007

      Lead Multiplayer Designer on Resistance: Fall of Man Senior Designer on Ratchet: Deadlocked Designer Ratchet and Clank: Up Your Arsenal Junior Designer on Ratchet and Clank; Going Commando QA Lead / Junior Designer on Ratchet and Clank Lead Multiplayer Designer on Resistance: Fall of Man Senior Designer on Ratchet: Deadlocked Designer Ratchet and Clank: Up Your Arsenal Junior Designer on Ratchet and Clank; Going Commando QA Lead / Junior Designer on Ratchet and Clank

    • United States
    • Higher Education
    • 200 - 300 Employee
    • Lead IT Tech
      • Jan 1999 - Aug 2001

      Managed several techs. Responsible for installation and maintenance on all school computer and telephone hardware. Responsible for some networking hardware setups and troubleshooting. Managed several techs. Responsible for installation and maintenance on all school computer and telephone hardware. Responsible for some networking hardware setups and troubleshooting.

Education

  • Holy Names College
    Bachelors, English, Computer Science
    1998 - 2001
  • Loyola High School of Los Angeles
    Diploma, English and Computer Science Major
    1994 - 1998

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