Drew Danielson
Designer II at Deep Silver Volition- Claim this Profile
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Bio
Zak Krefting
Drew went far beyond designing levels for Call of Duty WW2 Nazi Zombies. He was instrumental in designing and balancing a complex system of character abilities, weapons, perks, and enemy behaviors. There was no way the game could have been done on time and on budget without him. He also tied the game system into the high level narrative, re-organizing the entire system to match the narrative, which few technically minded designers can, or are willing to do. What I mean to say is Drew has creativity and technical prowess, and knows the balance between a cold design and creative expression, and most importantly, has the ability to bring them together. Drew is also a passionate gamer, and his extensive knowledge of what a player wants at hour 400 is both humbling and indispensable.
Jason Warnke
Drew was quintessential to creating CoD:WWII's Nazi Zombies. Originally hired to be part of the Campaign Team, he was quickly scooped up for his immense knowledge and passion for Systems Design. After designed and prototyped our Character Class system with alacrity and then carried the monumental responsibility of managing and balancing every new weapon and zombie type from launch through DLC 1. Drew has a quiet and intense personality that demands perfection. Knowing Drew is on my team ensured a certain quality level and a great breath of inspiration.
Zak Krefting
Drew went far beyond designing levels for Call of Duty WW2 Nazi Zombies. He was instrumental in designing and balancing a complex system of character abilities, weapons, perks, and enemy behaviors. There was no way the game could have been done on time and on budget without him. He also tied the game system into the high level narrative, re-organizing the entire system to match the narrative, which few technically minded designers can, or are willing to do. What I mean to say is Drew has creativity and technical prowess, and knows the balance between a cold design and creative expression, and most importantly, has the ability to bring them together. Drew is also a passionate gamer, and his extensive knowledge of what a player wants at hour 400 is both humbling and indispensable.
Jason Warnke
Drew was quintessential to creating CoD:WWII's Nazi Zombies. Originally hired to be part of the Campaign Team, he was quickly scooped up for his immense knowledge and passion for Systems Design. After designed and prototyped our Character Class system with alacrity and then carried the monumental responsibility of managing and balancing every new weapon and zombie type from launch through DLC 1. Drew has a quiet and intense personality that demands perfection. Knowing Drew is on my team ensured a certain quality level and a great breath of inspiration.
Zak Krefting
Drew went far beyond designing levels for Call of Duty WW2 Nazi Zombies. He was instrumental in designing and balancing a complex system of character abilities, weapons, perks, and enemy behaviors. There was no way the game could have been done on time and on budget without him. He also tied the game system into the high level narrative, re-organizing the entire system to match the narrative, which few technically minded designers can, or are willing to do. What I mean to say is Drew has creativity and technical prowess, and knows the balance between a cold design and creative expression, and most importantly, has the ability to bring them together. Drew is also a passionate gamer, and his extensive knowledge of what a player wants at hour 400 is both humbling and indispensable.
Jason Warnke
Drew was quintessential to creating CoD:WWII's Nazi Zombies. Originally hired to be part of the Campaign Team, he was quickly scooped up for his immense knowledge and passion for Systems Design. After designed and prototyped our Character Class system with alacrity and then carried the monumental responsibility of managing and balancing every new weapon and zombie type from launch through DLC 1. Drew has a quiet and intense personality that demands perfection. Knowing Drew is on my team ensured a certain quality level and a great breath of inspiration.
Zak Krefting
Drew went far beyond designing levels for Call of Duty WW2 Nazi Zombies. He was instrumental in designing and balancing a complex system of character abilities, weapons, perks, and enemy behaviors. There was no way the game could have been done on time and on budget without him. He also tied the game system into the high level narrative, re-organizing the entire system to match the narrative, which few technically minded designers can, or are willing to do. What I mean to say is Drew has creativity and technical prowess, and knows the balance between a cold design and creative expression, and most importantly, has the ability to bring them together. Drew is also a passionate gamer, and his extensive knowledge of what a player wants at hour 400 is both humbling and indispensable.
Jason Warnke
Drew was quintessential to creating CoD:WWII's Nazi Zombies. Originally hired to be part of the Campaign Team, he was quickly scooped up for his immense knowledge and passion for Systems Design. After designed and prototyped our Character Class system with alacrity and then carried the monumental responsibility of managing and balancing every new weapon and zombie type from launch through DLC 1. Drew has a quiet and intense personality that demands perfection. Knowing Drew is on my team ensured a certain quality level and a great breath of inspiration.
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Experience
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Designer II
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Oct 2018 - Present
Acted as a mission and systems designer on Saints Row (2022) Mission Design – Designed open world missions for single player and co-op multiplayer Scripting – Used visual scripting to script mission events System Design - Added new vehicles, weapons and quality-of-life features post-launch Acted as a mission and systems designer on Saints Row (2022) Mission Design – Designed open world missions for single player and co-op multiplayer Scripting – Used visual scripting to script mission events System Design - Added new vehicles, weapons and quality-of-life features post-launch
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Sledgehammer Games
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United States
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Computer Games
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400 - 500 Employee
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Associate Level Designer
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Jan 2016 - Jan 2018
Acted as a designer on the Zombies co-op mode for Call of Duty: WWII Game Design – Designed and maintained several key systems, including the player progression system, Special Abilities, health and armor system, enemy design, weapon balance and consumables Level Design – Utilized the Radiant level editor for level blockout, balancing pacing, combat encounters and mission objectives. Scripting - Utilized GSC scripting language for prototyping game mechanics… Show more Acted as a designer on the Zombies co-op mode for Call of Duty: WWII Game Design – Designed and maintained several key systems, including the player progression system, Special Abilities, health and armor system, enemy design, weapon balance and consumables Level Design – Utilized the Radiant level editor for level blockout, balancing pacing, combat encounters and mission objectives. Scripting - Utilized GSC scripting language for prototyping game mechanics, establishing enemy behavior and event scripting Show less Acted as a designer on the Zombies co-op mode for Call of Duty: WWII Game Design – Designed and maintained several key systems, including the player progression system, Special Abilities, health and armor system, enemy design, weapon balance and consumables Level Design – Utilized the Radiant level editor for level blockout, balancing pacing, combat encounters and mission objectives. Scripting - Utilized GSC scripting language for prototyping game mechanics… Show more Acted as a designer on the Zombies co-op mode for Call of Duty: WWII Game Design – Designed and maintained several key systems, including the player progression system, Special Abilities, health and armor system, enemy design, weapon balance and consumables Level Design – Utilized the Radiant level editor for level blockout, balancing pacing, combat encounters and mission objectives. Scripting - Utilized GSC scripting language for prototyping game mechanics, establishing enemy behavior and event scripting Show less
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Terminal Reality
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United States
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Computer Games
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1 - 100 Employee
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QA Tester
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May 2008 - Jan 2011
Software Testing. Organized and operated focus testing. Software Testing. Organized and operated focus testing.
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THQ
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United States
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Computer Games
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200 - 300 Employee
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QA Tester
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Dec 2006 - Jan 2008
Software testing. Software testing.
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Education
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SMU
Master's Certificate, Digital Game Design -
University of Advancing Technology
BA, Multimedia