Steven Thornton

Associate Design Director at Playground Games
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Alan Van Slyke

I had the pleasure of working with Steven for a number of years, and was fortunate to collaborate with him and witness his contributions to development engagements including Rainbow Six: Siege, Assassin's Creed, and Halo Infinite. Steven is a creative force, is always willing to share knowledge, and is dedicated to the pursuit of quality and excellence with regards to the team, the project, and his personal contributions. Looking forward to working again with Steven in the future.

Nick Elms

I worked with Steve when he was fresh out of Uni and he immediately struck me as someone with a strong desire to make a successful career in the games industry. I wasn’t wrong, Steve is driven and hardworking, and as well as delivering some great level content for our games he excelled at systems design. He rose to a fully deserved lead position in record time and led his own design team, all of which he mentored to a high standard. All in all, I found Steve a pleasure to work with, he was straight talking and just wanted to do his best no matter what, and I would have no hesitation in working with him again.

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Experience

    • United Kingdom
    • Computer Games
    • 300 - 400 Employee
    • Associate Design Director
      • Aug 2022 - Present

    • Associate Chief Designer
      • Jan 2021 - Aug 2022

      Current project: Fable

    • United States
    • Computer Games
    • 500 - 600 Employee
    • Lead Game Designer
      • Jul 2017 - Nov 2020

      Sperasoft is a co-development studio that specializes in partnering and collaborating with world-class developers/publishers to assist them in the delivery of their products.Co-development projects, partners and roles:Partner: 343 IndustriesProject: Halo InfiniteMy role: Lead Game Designer"Working as a part of a co-development team with 343 Industries, to make the next installment of the Halo Franchise"Partner: Ubisoft QuebecProject: Assassin's Creed OdysseyMy role: Lead Game Designer"Sperasoft collaborated to create Assassin’s Creed Odyssey’s wildlife on land, in the oceans and the skies. It helped to populate the game world with realistic AI that behaves, fights, moves and reacts to the player in a believable, immersive way"Partner: Ubisoft MontrealProject: Tom Clancy's Rainbow Six SiegeMy role: Lead Game Designer"Significant contributions to Tom Clancy's Rainbow Six Siege, post-launch Seasonal Updates, in a Lead Game Designer capacity"

    • Senior Game Designer
      • Jul 2016 - Jun 2017

      Partner: Ubisoft MontrealProject: Tom Clancy's Rainbow Six SiegeMy role: Senior Game Designer

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Game Director
      • Apr 2014 - Jul 2016

      Responsible for the projects creative direction and management of all aspects of the games development and design, including game systems, mechanics, combat, pacing, GUI, sound and level design.Game credits in this role:LEGO Ninjago: Shadow of Ronin (3DS/PSV) - Game DirectorLEGO Marvel's Avengers (3DS/PSV) - Game DirectorLEGO Star Wars: The Force Awakens (PS3/Xbox360/PS4/XboxOne/Wii-u) - Lead Level Designer

    • Lead Level Designer
      • Jul 2013 - Apr 2014

      Level design, documentation and direction, responsible for management of level design teams, as well as level reviews, asset requests and communication with other departments.Game credits in this role:The LEGO Movie Videogame (Xbox360/PS3/Wii-U/PS4/XBoxOne) - Lead Level Designer

    • Sub-Lead Designer / Assistant Game Director
      • Oct 2011 - Jun 2013

      Level design, documentation and implementation via an in-house editor, in addition to tasks related to mechanic/systems design, team management and project production, resource allocation and scheduling.Past game credits in this role;The LEGO Movie Videogame (3DS/Vita) - Level DesignLego Legends of Chima Lavals Journey (DS/3DS/PSV) - Sub-Lead DesignerLego Lord of the Rings (DS/3DS/PSV) - Design TeamLego Batman 2: DC Superheroes (DS/3DS/PSV) - Senior Design Team

    • Designer
      • Mar 2010 - Oct 2011

      Level design, documentation and implementation via an in-house editor.Past game credits in this role;Lego Harry Potter 2 Years 5-7 (DS/PSP/3DS/PSV) - DesignerLego Pirates of the Caribbean (DS/PSP/3DS) - DesignerLego Star Wars 3: The Clone Wars (DS/PSP/3DS) - Designer

    • United Kingdom
    • Higher Education
    • 700 & Above Employee
    • Associate Lecturer (Games Design)
      • Mar 2010 - May 2010

      Following unofficial contributions to the learning material for the 1st and 3rd year undergrad classes, I was temporarily contracted to help tutor the final year "Proposal" module one day a week. Following unofficial contributions to the learning material for the 1st and 3rd year undergrad classes, I was temporarily contracted to help tutor the final year "Proposal" module one day a week.

    • Artist/Designer
      • Sep 2009 - Jan 2010

      Participated in a sponsored internship at GlobiGames; assisting in the development of various iphone titles. Tasks include providing design feedback, creating in-game graphics and splash screens, writing and editing press releases, and managing team projects. GlobiGames titles I have been involved with include Rubble Muddle,Wordswipe, Trampleona, Msomnia and Rubble Muddle Cosmic Edition. (iphone) Participated in a sponsored internship at GlobiGames; assisting in the development of various iphone titles. Tasks include providing design feedback, creating in-game graphics and splash screens, writing and editing press releases, and managing team projects. GlobiGames titles I have been involved with include Rubble Muddle,Wordswipe, Trampleona, Msomnia and Rubble Muddle Cosmic Edition. (iphone)

    • Camera Support
      • Jul 2009 - Aug 2009

      Returned to TT Fusion the following summer for another 3 weeks at their studio in Wilmslow on a second design-placement, during the development of Lego Rock Band (PS3, 360 and Wii) This time responsible for reporting to several senior designers and tasked primarily with the placement and editing of cameras, characters and animation sets within Harmonix’ “Milo” engine. Was credited in-game under “Camera Support” in the Design section. 20th July - 3rd August 2009 Returned to TT Fusion the following summer for another 3 weeks at their studio in Wilmslow on a second design-placement, during the development of Lego Rock Band (PS3, 360 and Wii) This time responsible for reporting to several senior designers and tasked primarily with the placement and editing of cameras, characters and animation sets within Harmonix’ “Milo” engine. Was credited in-game under “Camera Support” in the Design section. 20th July - 3rd August 2009

    • QA Tester
      • Jul 2008 - Jul 2008

      Successfully selected for a design-based placement within TT Fusion, Knutsford for a period of 3 weeks. Assigned as an unaccredited QA Tester for games such as Lego Batman (DS) and Guinness World Records (DS & Wii). Responsible for reporting to a senior designer whilst working on set tasks related game balance, bug reports and general design.1st-21st July 2008 Successfully selected for a design-based placement within TT Fusion, Knutsford for a period of 3 weeks. Assigned as an unaccredited QA Tester for games such as Lego Batman (DS) and Guinness World Records (DS & Wii). Responsible for reporting to a senior designer whilst working on set tasks related game balance, bug reports and general design.1st-21st July 2008

Education

  • University of Central Lancashire
    Master of Arts, Games Design (MA)
    2009 - 2011
  • University of Central Lancashire
    Bachelor of Arts, Games Design (BA)
    2006 - 2009

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