Austin Murray

Senior Technical Game Designer at Scopely
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Contact Information
us****@****om
(386) 825-5501
Location
Birmingham, Alabama, United States, US

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Rick Hall

Austin is a dedicated guy who takes his job seriously. He takes critique well, is a team player, and has a strong technical side. He makes a point of getting a feel for his team, understanding what the team needs, and then adapting himself to fit. As with any job, there were times when Austin was disappointed by something. But the most interesting aspect about Austin is that when setbacks occur, he doesn't hunker down in a shell. He just doubles his effort. You have to love that kind of tenacity in a game developer.

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Experience

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Senior Technical Game Designer
      • Jul 2018 - Present

      Combat Tools Team Owned Combat Tools Team, I was put in charge of working to improve our pipeline and processes to ensure our pipeline was efficient and helped our designers to be able to quickly and efficiently implement new and interesting systems. Iso-8 Team I worked with the Iso-8 Team as Combat Lead to deliver a new source of character power into the game. It is the first system in the game allowing for unique customization of your characters and introduced a whole new layer of theorycrafting to the game. Combat Team I work with the combat team of 15+ Designers, Integrators, Engineers, and Producers to design, implement and balance new characters into the game while working with Marvel to make sure our unique spin on characters still match the Marvel IP. Work with artists and combat designers to identify, refine, and achieve visual targets and fidelity for Characters Work with the combat team to develop kits, balance targets, establish the characters position in the games meta and what allies most accomplish these goals both balance wise and lore wise. Technical Design Improve new character pipeline and automation Rebuilt the Character Creation tool to allow creation of a character in 30 minutes as opposed to 4-6 hours Updates to ability description pipeline to support both the combat team and localization Improve Unity Scripts/Modules Work with Design and Engineering to add new visual capabilities to existing modules and improve integration workflow Adding new functionality to the combat engine to enable new balance options and visual capabilities Progression Team I worked with the Progression Team as Gear Owner to help drive the progression of players and their roster through the game. In addition to owning Gear, I also helped in defined goals of when new progression would become available to players and the rate at which we wanted players to progress through the game. Show less

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Associate Game Deisgner
      • Feb 2017 - Feb 2018

      NBA Live 19; Designed new systems for an NBA Live 19 to foster competitive play, encourage interaction, and foster immersion in the game world. NBA Live 18: Designed content and systems for NBA Live 18 to improve immersions and to build a more full and complete world for the players. Built tools to streamline the updating of information to help the game stay true to life while saving time for developers. NBA Live 19; Designed new systems for an NBA Live 19 to foster competitive play, encourage interaction, and foster immersion in the game world. NBA Live 18: Designed content and systems for NBA Live 18 to improve immersions and to build a more full and complete world for the players. Built tools to streamline the updating of information to help the game stay true to life while saving time for developers.

  • iMyth
    • Orlando, Florida Area
    • Technical Designer/Technical Producer
      • Aug 2016 - Dec 2016

      iMyth provides theme based, immersive, interactive experiences and attractions. Working with HTC Vive and the Perception Neuron to create these immersive interactive experiences. Orchestrating resources and programmers to ensure smooth and efficient development of tools and the experience. iMyth provides theme based, immersive, interactive experiences and attractions. Working with HTC Vive and the Perception Neuron to create these immersive interactive experiences. Orchestrating resources and programmers to ensure smooth and efficient development of tools and the experience.

    • Lead Gameplay and Systems Designer
      • Sep 2012 - Jan 2015

      Pixel-Fist was a startup I began with colleague to follow our dreams in game development. Sadly after years of work, founding a company, and building a direction for the game, we were forced to stop production as we wound up short on resources. I was responsible for designing combat mechanics for a work in progress title William's Quest, choosing the engine and language we wrote the game in, and helping direct the company in search of funding and talent. In addition I was working as a game play designer and programmer on 2 short mobile titles that were in development filling similar roles to those on Williams Quest. Show less

    • United States
    • Software Development
    • 700 & Above Employee
    • Support Engineer and Tools Developer (Contract)
      • Jun 2012 - Sep 2012

    • United States
    • Software Development
    • 700 & Above Employee
    • Quality Assurance (Contract)
      • Aug 2011 - Nov 2011

Education

  • University of Central Florida
    Master’s Degree, FIEA
    2015 - 2016
  • University of Washington Professional & Continuing Education
    Certificate in Game Design, Game Design
    2014 - 2015
  • Hobart and William Smith Colleges
    Computer Science
    2006 - 2010
  • Indian Springs School
    2002 - 2006

Community

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