Waldemar Friesen
Senior Game Designer at Ubisoft Berlin- Claim this Profile
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Bio
Experience
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Ubisoft Berlin
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Germany
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Computer Games
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100 - 200 Employee
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Senior Game Designer
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Jan 2021 - Present
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Conscience VC
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United States
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Venture Capital and Private Equity Principals
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700 & Above Employee
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Gap Year
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Jul 2019 - Jul 2020
Traveled through Ghana, Togo, Benin, Ethiopia, Thailand, Cambodia and Vietnam. Traveled through Ghana, Togo, Benin, Ethiopia, Thailand, Cambodia and Vietnam.
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FISHLABS GmbH
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Germany
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Computer Games
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1 - 100 Employee
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Combat Team Owner and Combat Lead Designer
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Sep 2018 - Jun 2019
- Chorus - 3D Space Shooter, ConsolesLed and motivated a team of six. Provided mentoring and feedback to the team but also to other disciplines such as art, sound and UI. Worked with production to assist and provide feedback on high-level plans and schedules. Communicated designs and goals of the combat team to the entire development team. Reworked the camera system, which created more direct controls and a vastly superior game feel. Designed and implemented a multi-stage boss using Unreal Blueprints and behavior trees. Co-conceptualized a refined, unique game direction with other game designers and the game director.
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Senior Game Designer
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Jan 2018 - Aug 2018
- Chorus - 3D Space Shooter, ConsolesDesigned, prototyped, and implemented space combat during the concept phase. In particular created fun-to-fight enemy behavior trees in collaboration with programmers. Created different weapons with different parameters, handling and auto-aim settings to facilitate varied combat scenarios and to allow different play styles. Developed game design concepts for distinct enemy archetypes, the player’s ship progression, and weapons and equipment systems to be used during the production phase of the game. Conducted playtest for the concept phase build with the team and created a questionnaire, which provided valuable insights through a qualitative and a quantitative analysis.
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Senior Game Designer
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Oct 2017 - Dec 2017
- Dead Island: Survivors - Top-Down Action Tower Defense, MobileTook over level design ownership and created two new maps (out of 14 total maps). Mentored a new junior level designer. Continued to balance the core gameplay to improve the player experience and reached the required KPIs for the game’s difficulty during soft launch.
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Game Designer
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Apr 2015 - Sep 2017
- Dead Island: Survivors - Top-Down Action Tower Defense, MobileWas responsible for all combat-related systems and content. Greatly advanced the production schedule by quickly and self-sufficiently creating prototypes for most hero attacks, zombie types, defense structures, and game modes with the help of the in-house skill system and Unity’s VFX system. Pushed prototypes to release quality on time by collaborating efficiently with art, animation and coding. Deduced guide lines for art and animation to greatly increase the readability of the game. Greatly advanced enemy spawning algorithm to create diverse and balanced encounters.
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Game Designer
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Jan 2014 - Mar 2015
- Galaxy On Fire: Manticore - 3D Space Shooter, MobileDesigned and accompanied a weapon system, which allowed the creation of unique and varied ranged weapon archetypes. Designed weapons with strengths in different application fields to increase gameplay variety. Designed and implemented active and passive space ship skills, to emphasize ship class properties and distinguish different playstyles.
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Junior Game Designer
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Sep 2013 - Dec 2013
- Galaxy On Fire: Manticore - 3D Space Shooter, MobileDesigned and implemented core systems such as controls and vehicle systems and the game’s camera to achieve a simulation style feeling. Created game design concepts for the game’s space ship classes to emphasize different play styles and offer different approach strategies to combat.
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Ticking Bomb Games GmbH
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Germany
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Entertainment Providers
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Junior Game Designer
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Jan 2012 - Aug 2013
- Kartuga - Naval Battle Top-Down MMO, Web-Based Owned design and balancing of combat gameplay including ship vehicles, broadside guns, ship class skills, and skill trees. Supervised playtests to further improve class balance, level design, and overall game feel and quality. Worked closely with level designers and game mode designer to ensure interconnectivity of gameplay mechanics. - Kartuga - Naval Battle Top-Down MMO, Web-Based Owned design and balancing of combat gameplay including ship vehicles, broadside guns, ship class skills, and skill trees. Supervised playtests to further improve class balance, level design, and overall game feel and quality. Worked closely with level designers and game mode designer to ensure interconnectivity of gameplay mechanics.
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Education
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Mediadesign University of Applied Sciences
Bachelor of Science - BS, Game and Interactive Media Design