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Experienced games designer with mobile experience
Elliot Curtis
,
London, United Kingdom
Experience
Other titles
Skills
I'm offering
I am an experienced games designer, across all genres. My strengths lie in game mechanics- balancing stats, nailing the controls and designing levels are my favourite part of any project. I am also adept at writing documentation, from a pitch document to a fully detailed technical design.
I have built levels for two different games recently in Unity- one was a 2D physic- based game and the most recent was a top-down story driven shooter, in 3D. I am currently working on a 3D platform adventure game to add to my portfolio. I have a small amount of experience with level design in Unreal, but this was just placements of items, enemy behaviour etc.
Most of my experience has been on handheld and mobile, but I am just as comfortable developing something larger, with a longer development schedule.
I am looking for a role working with a talented team on exciting new projects.
I have built levels for two different games recently in Unity- one was a 2D physic- based game and the most recent was a top-down story driven shooter, in 3D. I am currently working on a 3D platform adventure game to add to my portfolio. I have a small amount of experience with level design in Unreal, but this was just placements of items, enemy behaviour etc.
Most of my experience has been on handheld and mobile, but I am just as comfortable developing something larger, with a longer development schedule.
I am looking for a role working with a talented team on exciting new projects.
Markets
United Kingdom
Links for more
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Industries
Language
English
Fluently
Ready for
Larger project
Ongoing relation / part-time
Full time contractor
Available
My experience
2019 - ?
job
Serious Games Designer
Gamification Nation.
My role at Gamification Nation is a traditional Senior design role. It has included designing and documenting new concepts- creating pitch documents and storyboards and talking to new clients. It has also included the development of a story driven top down shooter developed with Unity. After creating the original design, I have been hands-on with building and scripting levels.
The project has been an exciting and challenging one. As well as being fun to play, the game has a strong learning element, with very specific lessons delivered within the gameplay and story.
I have worked closely with the developer to create the tools within the game engine to enable me to script the game, including dialogue choices for the player allowing us to have a branching narrative.
The project had a tight schedule but has been delivered to the client who was extremely impressed with the final product.
The project has been an exciting and challenging one. As well as being fun to play, the game has a strong learning element, with very specific lessons delivered within the gameplay and story.
I have worked closely with the developer to create the tools within the game engine to enable me to script the game, including dialogue choices for the player allowing us to have a branching narrative.
The project had a tight schedule but has been delivered to the client who was extremely impressed with the final product.
Design, Scripting, Storyboards, Unity, It, Developer, Gamification, Development, ME
2018 - ?
job
Mobile Games Designer
unknown.
I was approached at the beginning of 2018 by a former business partner to produce a new version of a game we collaborated on when I ran my own business. The game was developed in Unity, which was a joy to use. As well as editing scenes within Unity itself, I was also very hands-on with the code, editing variables, adding features and fixing bugs. I was also responsible for the SFX and dialogue, which included 4 different voice actors.
During the pre-release stage, I was responsible for fine-tuning the game. This included balancing the economy, based on KPIs from the live games, and scheduling banner promotions to promote items in the game store. As well as the economy, levels were edited to reduce bottlenecks and new tutorial tips were added to address comments from players.
During the pre-release stage, I was responsible for fine-tuning the game. This included balancing the economy, based on KPIs from the live games, and scheduling banner promotions to promote items in the game store. As well as the economy, levels were edited to reduce bottlenecks and new tutorial tips were added to address comments from players.
Unity, Business Partner, Banner, Tuning
2016 - 2019
job
Global Talent Manager
Elevate Services Limited.
I worked at Elevate for nearly four years. I originally joined to work as a recruiter, but quickly established myself as useful resource with skills in media. I became responsible for creating video interviews with candidates, which used my existing my video editing abilities. It was also crucial that I was able to conduct the interviews with the candidates professionally, whilst putting them at ease and getting a relaxed performance.
Video, Video editing, Recruiter, It, Manager
2007 - 2015
job
Director
Mouse of Fun LLP.
Using the project management skills I had developed at Gimme5games as well as the external talent, I set up my own development company in February 2009. Initially called Making Fun Games, the name was changed in 2012 to Mouse of Fun as the focus shifted away from browser games to concentrate on larger projects. After the first 2 games were well received, I was able to secure larger commissions from publishers. Being a small studio had its own challenges- I could not afford to gamble with any project and so tried to keep everything as commercial and mainstream as possible. Managing my time, and the time of the development teams was crucial. In 2014 I learned to code myself, using an HTML5 SDK, and I developed six published projects*. As well as designing and developing the games, I was also responsible for producing all SFX and music.
• Small Stars Movie Quiz*
• Time Squadron*
• Aqua Jump*
• Cosmic Arena*
• Orbital Shoot-out*
• A Christmas Cowell*
• Deathracers 1 and 2 & Motor Carnage
• Destroy All Cars & Destroy More Cars
• Moto-X Madness 1, 2 and 3
• Red Code Trilogy: Red Code 2, Red Code 3, Red Code Origins
• Beyblades Card Battle
Gimme5games May 2007 to April 2009
Creative Producer
As Creative Producer it was my responsibility to deliver a new and innovative product every week. This was done by a combination of aquisition, collaboration and design. I was project managing over 10 projects at a time, working with developers all over the world. The job was an exciting one that evolved constantly. This role helped me evolve from a designer to a team leader and it also led me to make some invaluable contacts from all over the world which I collaborated with when I started my own business. The most successful game I designed for Gimme5Games was the "Phantom Mansion: Spectrum of Souls" series, which had a hardcore following- walkthroughs were being uploaded on Youtube within hours of each episode going live!
• Small Stars Movie Quiz*
• Time Squadron*
• Aqua Jump*
• Cosmic Arena*
• Orbital Shoot-out*
• A Christmas Cowell*
• Deathracers 1 and 2 & Motor Carnage
• Destroy All Cars & Destroy More Cars
• Moto-X Madness 1, 2 and 3
• Red Code Trilogy: Red Code 2, Red Code 3, Red Code Origins
• Beyblades Card Battle
Gimme5games May 2007 to April 2009
Creative Producer
As Creative Producer it was my responsibility to deliver a new and innovative product every week. This was done by a combination of aquisition, collaboration and design. I was project managing over 10 projects at a time, working with developers all over the world. The job was an exciting one that evolved constantly. This role helped me evolve from a designer to a team leader and it also led me to make some invaluable contacts from all over the world which I collaborated with when I started my own business. The most successful game I designed for Gimme5Games was the "Phantom Mansion: Spectrum of Souls" series, which had a hardcore following- walkthroughs were being uploaded on Youtube within hours of each episode going live!
Design, Html5, Project Management, SoMe, Producer, Management, Youtube, It, Music, Development, Quiz, UP, LED, ME
2015 - 2015
job
Senior Designer
Beefjack Ltd.
In my short time at Beefjack, I worked on a number of projects and also wrote several pitch documents for new designs. The most exciting work was designing levels for a 3D underwater exploration game (Iron Fish) in Unreal Engine. This was my first time using Unreal and I found it very intuitive. I have used several 3D packages in the past, including Maya and 3D Studio, so the basics of navigating 3D space were not a challenge. The level design included setting waypoints for the player, creating branching routes for enemies and NPC's and placing level elements and pickups. I also contributed to the story and ensured that the levels were consistent with it.
Design, Unreal engine, 3D, It
2014 - 2015
job
Usability Designer
QuinetiQ.
My time at QuinetiQ was a fascinating couple of months working to refine the User Experience on a number of products as well as adding tutorials, fixing bugs in the code and integrating the applications into a Learning Management System. The apps were produced using an HTML5 SDK which I was very familiar with. The project went extremely well, with all the work being completed quickly and efficiently. As well as my design and development skills, problem solving was key to a timely delivery. Following my successful placement at QuinetiQ, I was commissioned to do a couple of more traditional game projects. The games were produced to be played at Trade Shows and featured aspects of QuinetiQ's business within them.
Design, Html5, User Experience, Usability, Management, Usability & UX, Apps, Development
2003 - 2007
job
Senior Designer
Morpheme Wireless.
I designed 10 projects as senior designer at Morpheme. As with all my previous games, all were produced to a high standard and received good reviews. Each new project was more challenging than the last. Many of them really pushed the boundaries of what was considered possible on mobile, not just from a technical level, but from a design perspective. As well as games design, I was also responsible for writing, and supervising the recording of, dialogue, directing voice actors (including Timothy Spall!) and creating foley SFX.
• Phantom Mansion- Origins
• Hello Kitty's London Adventure
• Shrek 2
• London Underground Tube Map
• Micro-golf
• Croc- Jungle Rumble
• Croc 2- Volcanic Panic
• Hitman: Mobile- LA & Hitman: Mobile- Vegas
• Bullseye
• Merry Go Round Dreams (Mobile and PC download)
• Phantom Mansion- Origins
• Hello Kitty's London Adventure
• Shrek 2
• London Underground Tube Map
• Micro-golf
• Croc- Jungle Rumble
• Croc 2- Volcanic Panic
• Hitman: Mobile- LA & Hitman: Mobile- Vegas
• Bullseye
• Merry Go Round Dreams (Mobile and PC download)
Design, Writing, PC, Go
1998 - 2002
job
Lead Artist, Designer and Producer
M4 Limited.
I had a very interesting time at M4, where I was responsible for producing high profile games for major publishers. Working with licenses was something I was comfortable with as I had previously worked on several Disney products as an animator. The wide range of games and target audiences was a challenge I relished. As has been the case ever since, all the games I developed at M4 were delivered on time and received good reviews. The pinnacle of my time at M4 was developing a prototype for a project called Stunt Pigs. This was designed and pitched as a cartoon series and a Gamecube game. My role as Lead Designer here involved creating character biographies, directing voice actors, storyboarding action sequences, developing the game and hanging out on set with real stuntmen!
• Tazmanian Devil- Munching Madness (Gameboy Color)
• Tazmanian Devil- Munching Madness (Gameboy Color)
Producer, Animator
1995 - 1998
job
Artist
Tiertex Ltd.
This was my first professional role, working as an animator primarily on Gameboy. Many of the projects were for Disney and the quality of the animation was paramount. I was fortunate enough to work with original cel animation sheets and style guides from Disney and I learned a lot about sprite animation as well as dealing with brands and management.
• Hunchback of Notre Dame- Topsy Turvy Games (Gameboy)
• Hercules (Gameboy)
• FIFA 96 (Gameboy)
• NBA Live 96 (SNES and Mega-Drive)
• FIFA 98- Road to the World Cup (Gameboy)
• Small Soldiers (Gameboy)
• Brunswick Bowling (SNES)
• Hunchback of Notre Dame- Topsy Turvy Games (Gameboy)
• Hercules (Gameboy)
• FIFA 96 (Gameboy)
• NBA Live 96 (SNES and Mega-Drive)
• FIFA 98- Road to the World Cup (Gameboy)
• Small Soldiers (Gameboy)
• Brunswick Bowling (SNES)
Animation, Management, Animator
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