Phillip Chan

Design Director at FISHLABS GmbH
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Contact Information
Location
DE
Languages
  • Korean -
  • Cantonese -

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Marek Berka

Phill is a creative warrior and fellow philosopher. He is more passionate about creation than he is willing to admit and is able to connect seemingly incompatible people into a cohesive team unit which thrives. He listens, he respects other personalities, opinions and bad experiences and that makes him very natural in mediating disputes and when forging solid creative direction for the team. We discussed many deep topics together, enriching each other with our points of view and Phil turned out to be one of those people in my life I was able to learn from. I would gladly recommend Phil to anyone looking for a strong creative lead with a healthy pro-team skill set, but also someone who is eloquent, absolutely honest when needed and can set into motion creation of something new, daring and inspirational. I hope we will work together again.

Dan Pratt

Phillip Chan, or as he’s affectionately known around the studio

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Experience

    • Germany
    • Computer Games
    • 1 - 100 Employee
    • Design Director
      • Dec 2022 - Present

    • Creative Lead
      • Jul 2016 - Dec 2022

      Currently leading a 20-person project team co-developing multiplayer DLC for an upcoming unannounced first person zombie game made in Unreal.Previous internal positions include:Feature Team Owner on Chorus (PC/XBOX/PS4)Senior Game Designer on multiple prototype projects including VR and SwitchSenior Game Designer on Dead Island: Survivors (iOS/Android)

    • Germany
    • Computer Games
    • 100 - 200 Employee
    • Lead Systems Designer, 4th Floor Studios
      • Mar 2015 - Jul 2016

      Managed two feature teams, held an active stakeholder role on a tech team, and helped develop and manage a communicative, collaborative Design Department. PROJECTS: Unannounced PC Action RPG KEY CONTRIBUTIONS: -Led the UI/UX Team. Managed a team consisting of one designer, two artists, one engineer, and some tech artist help rotation. Set up project management pipelines, fought for UX to be included in all design discussions, facilitated UMG development, and instituted a customer-oriented service policy. -Led the Economy Feature Team. Managed a team consisting of two designers, one balancer, four engineers. Launched the team to tackle Monetization, Itemization, Customization, Rewards and various other non-Combat game systems. -Advised the Tech & Tools Team. Selected as design stakeholder on a mixed discipline team to confront the challenge of developing an online game, including backend (server) systems, content data systems, and tools development. -Managed the Design Department. Championed multiple initiatives to improve communication from top to staff, facilitated individual and team skills development, and took an active role in day to day department operations.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • System Designer
      • Jan 2011 - Oct 2014

      Developed design documents, prototypes, and corralled resources from all disciplines to establish crafting in Wildstar Online. PROJECTS: Wildstar Online, a PC MMO RPG KEY CONTRIBUTIONS: -Built from the ground up two distinct crafting frameworks. Wildstar Online boasts two crafting systems: Circuit Board Crafting, a gear customization system that focuses on player choice and burden of optimization, and Coordinate Crafting, a mini-game utilizing a Cartesian coordinate system, controlled random, and vector/radius controls. -Established robust economic systems. Systems designed include Items and associated sub-systems, Player to Player Marketplace, Consumables, Loot, Vendors, Banking, and Quest Rewards. -Crafting an identified metric in attach rate increase. Wildstar Metrics show that crafting is a vital part of the game’s charm, scoring a 12.2% increase in subscription attach rates. 74% of all players having some or more crafting progression completed. -Designed and Programmed Tools. Designed and programmed a NPC Random Name Generator in C# amongst other personally-developed professional tools. Used by over 50 content designers.

    • South Korea
    • Computer Games
    • 300 - 400 Employee
    • "Fun QA" Game Analyst
      • Mar 2010 - Jan 2011

      Authored mission statement, standard reporting procedures for “Fun QA”, an organization dedicated to providing industry intelligence, facilitate information sharing between subsidiaries, and monitor and report on product metrics. PROJECTS: AION Online, a PC MMO RPG City of Heroes/Villains, a PC MMO RPG KEY CONTRIBUTIONS: -Advocated for City of Heroes conversion to Hybrid F2P. Served on the advisory team that assembled business intelligence necessary for approval to convert CoH subscription model to free to play model. CoH revenues increased dramatically. -Spearheaded initiatives to improve overall design. Worked closely with NCsoft Seoul to acclimatize Aion and Aion: Assault on Balurea for the Western market. Strategic initiatives included Holiday content systems, developer to player communication programs, cash shop price and inventory re-evaluations. -Developed metrics and analysis standards for Fun QA. First on the ground to write standard reporting procedures and data point identification metrics, competitive intelligence reporting, and other ad hoc reporting for NCWest Stakeholders.

    • Computer Games
    • 1 - 100 Employee
    • Designer
      • Apr 2008 - Nov 2009

      Orchestrated re-designs for Tradeskills and Items, designed new Tradeskill systems for subsequent patches, and participated in player outreach through forums, press interviews, and presentations. PROJECTS: Warhammer Online KEY CONTRIBUTIONS: -Re-Itemized the entire game 8 months before launch. Designed and implemented over 5000 Crafting components, 3300 consumables. Authored 137 design documents, implementation process assessments, and system proposals over the course of 2 years. -Orchestrated Tradeskill re-design. Under challenging resource circumstances, continued to launch initiative after initiative to improve post-launch product.

    • Computer Games
    • 1 - 100 Employee
    • Quality Assurance Engineer
      • Mar 2006 - Dec 2007

      -Shipped titles include Eragon (PC), Caesar IV (PC), FEAR files (Xbox), and FEAR: Perseus Mandate (PC) -Extensive work with metrics reporting and test plans -Shipped titles include Eragon (PC), Caesar IV (PC), FEAR files (Xbox), and FEAR: Perseus Mandate (PC) -Extensive work with metrics reporting and test plans

Education

  • American Military University
    Bachelor of Arts - BA, Intelligence Studies
    2007 - 2008
  • Defense Language Institute
    Associate of Applied Science, Korean
    2001 - 2002

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