Kyle Buck-Thompson

Lead Game Designer at Thunderful Games
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Location
Sweden, SE
Languages
  • English -
  • French -

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Brian Coller

Kyle was a huge asset to the track design team on Need For Speed. The levels he designed were often called out as favorites by team members throughout the course of the project. A passion for cars and motorsport combined with an ability to quickly learn and adapt to new software and processes was a great combination; the result of which was an awesome drive experience accross each of Kyles levels.

Brian Dorner

Kyle was an excellent addition to our team when we sorely needed additional designers to hit completion. He learned our tools and practices quickly, exhibited the right combination of enthusiasm and eagerness to learn, did all of this in mid-production when we had limited time to train and supervise him, and was a pleasure to work with.

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Experience

    • Sweden
    • Computer Games
    • 1 - 100 Employee
    • Lead Game Designer
      • Jul 2020 - Present

    • Level Designer
      • Apr 2020 - Jul 2020

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Game Designer
      • Mar 2018 - Apr 2020

      Working as a Game Designer as part of the senior design team at Ghost Games owning progression systems.

    • Lead Level Designer
      • Jun 2014 - Mar 2018

      Led the Level Design team at Ghost Games over two shipped titles and the accompanying DLC: Need for Speed: 2015 & Need for Speed: Payback.

    • Level Designer
      • May 2012 - Jun 2014

      Worked as a Level Designer owning the creation of large sections of the world from concept to final gameplay on the first Ghost Games release: Need for Speed: Rivals.

    • Level Designer
      • Jun 2010 - May 2012

      Need for Speed: The Run - Participated directly in developing the in-house tool used for Track creation within the Frostbite 2.0 engine. - Created 6 Unique tracks from concept/location research to final. - Worked directly with World art, Game design, and Production during the track creation process. - Worked within an Agile/Scrum team structure.

    • Brazil
    • Software Development
    • Level Designer
      • May 2009 - Nov 2009

      Worked closely with the level design and art team to refine levels and integrate artwork into the high level design of each level. Worked closely with the game design lead and participated in game design flow and development discussions. Responsible for the tweaking and improving of AI behavior and restrictions in all levels and events. Responsible for the implementation and layout of pickups and smackable objects in all levels and events. Successfully learnt and… Show more Worked closely with the level design and art team to refine levels and integrate artwork into the high level design of each level. Worked closely with the game design lead and participated in game design flow and development discussions. Responsible for the tweaking and improving of AI behavior and restrictions in all levels and events. Responsible for the implementation and layout of pickups and smackable objects in all levels and events. Successfully learnt and used in-house level design tools to create high quality levels and prototypes in a short amount of time. Quickly gained recognition for an ability to resolve design flaws and suggest alternatives. Show less Worked closely with the level design and art team to refine levels and integrate artwork into the high level design of each level. Worked closely with the game design lead and participated in game design flow and development discussions. Responsible for the tweaking and improving of AI behavior and restrictions in all levels and events. Responsible for the implementation and layout of pickups and smackable objects in all levels and events. Successfully learnt and… Show more Worked closely with the level design and art team to refine levels and integrate artwork into the high level design of each level. Worked closely with the game design lead and participated in game design flow and development discussions. Responsible for the tweaking and improving of AI behavior and restrictions in all levels and events. Responsible for the implementation and layout of pickups and smackable objects in all levels and events. Successfully learnt and used in-house level design tools to create high quality levels and prototypes in a short amount of time. Quickly gained recognition for an ability to resolve design flaws and suggest alternatives. Show less

    • Russian Federation
    • Software Development
    • 1 - 100 Employee
    • QA Game tester
      • Aug 2008 - May 2009

      Worked on various projects as a Game tester. Responsible for keeping the testing team focused and working together for a prompt project delivery. Excelled from a game tester position at VMC to a level designer at EA Montreal within months. Worked on various projects as a Game tester. Responsible for keeping the testing team focused and working together for a prompt project delivery. Excelled from a game tester position at VMC to a level designer at EA Montreal within months.

Education

  • Collège LaSalle, Montréal
    AEC, 2D/3D Artistry and Animation
    2007 - 2008

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