Kevin Fairbairn

Senior Game Designer at Embark Studios
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Sweden, SE

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Experience

    • Sweden
    • Computer Games
    • 200 - 300 Employee
    • Senior Game Designer
      • Apr 2022 - Present

      Stockholm, Stockholm County, Sweden

    • Canada
    • Computer Games
    • 300 - 400 Employee
    • Senior Game Designer
      • Aug 2019 - Mar 2022

      Designer in charge of live and post-launch content on Far Cry 6. Primary designer in charge of online and multiplayer experiences. Coordinating and collaborating with external teams to deliver post-launch content in line with project and business goals.

    • Singapore
    • Computer Games
    • 400 - 500 Employee
    • Senior Game Designer
      • Sep 2018 - Aug 2019

      Senior Game Designer working on Assassin's Creed Valhalla. Leading a team to design and implement core player mechanics and supporting features. Primary designer in charge of feature concept, direction and final quality. Working closely with both design leadership and production to manage the feature backlog, scope and project timeline, across many job families.

    • Senior Game Designer
      • Sep 2015 - Sep 2018

      Senior Game Designer on Skull and Bones, leading the 3Cs team to design, develop and balance player navigation mechanics (including control scheme and camera) and environmental features; including the game’s wind mechanic. Primary designer in charge of balancing ship physics to offer comfortable and credible ship handling, with a focus on supporting integration with the combat systems. Designer of systemic, reusable and expandable gameplay features.

    • Lead Game Designer
      • Aug 2014 - Aug 2015

      Singapore Lead Game Design on Assassin's Creed Syndicate responsible for the WW1 Time Anomaly mission world; including gameplay components and mission flow and pacing.

    • Game Designer
      • Mar 2014 - Jul 2014

      Singapore Game designer on Assassin's Creed Unity. Responsible for design and balance of gameplay systems, as well as leading a small team to iterate on the quality of missions and game features.

    • United States
    • Software Development
    • Technical Designer
      • Mar 2013 - Feb 2014

      Moved from the script/content department into the design department, working with the Lead Designer and Game Director to design and create fundamental game systems.

    • Content Designer
      • Nov 2012 - Feb 2013

      Content design and implementation, level design and scripting on Fable Legends.

    • Standard Scripter
      • Jul 2009 - Oct 2012

      Fable 3: Quest and dialogue scripting using LUA. Engaging in level and mission design discussion. Member of the Interactive Cutscene team, working on developing and directing in-game cutscenes. Fable: The Journey: Primarily quest scripting in Unreal Engine 3. This involved prototyping, creating and managing systems, and quest content scripting. I worked closely with both other members of the scripting team and the level and design teams in order to craft… Show more Fable 3: Quest and dialogue scripting using LUA. Engaging in level and mission design discussion. Member of the Interactive Cutscene team, working on developing and directing in-game cutscenes. Fable: The Journey: Primarily quest scripting in Unreal Engine 3. This involved prototyping, creating and managing systems, and quest content scripting. I worked closely with both other members of the scripting team and the level and design teams in order to craft entertaining and innovative gameplay experiences.

    • Game Designer
      • Oct 2012 - Nov 2012

      Soho, London Worked with another internal Microsoft studio on loan to help them complete their products. I worked as part of the design team to create gameplay sequences, and was required to learn their proprietary scripting software under tight time pressure. I worked closely with both senior designers and senior animators on key parts of the game to ensure the completion of the game to a high quality bar.

    • Creative Director
      • Jan 2009 - Jun 2009

      One of four founding members of Tiger Shark Games, an independent development studio focused on small 'indie' titles. Designing the company's two games, “Master Word Smith” (released on the iPhone in March 2009) and an in-production title with the working title “Planetfall”. Writing design documents featuring story, level, character and gameplay mechanic designs. Creating design treatments featuring ideas for future titles. Gameplay programming and scripting.

    • Computer Games
    • 1 - 100 Employee
    • Gameplay Programmer
      • Sep 2007 - Jan 2009

      Working as part of a small programming team to develop new (and update old) gameplay mechanics. Working alonside the level artists and designers to design and develop levels, and scripting the various AI encounters.

    • Brazil
    • Software Development
    • Level Intergrator
      • Oct 2006 - May 2007

      Scripting level mechanics and mission logic. Scripting and programming audio events. Some minor particle effects programming. Asset placement via Renderware Studio.

Education

  • The University of Bolton
    2:2, Computer Games Software Development
    2003 - 2006
  • St. Pauls Secondary School
    1993 - 2000

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