View my resume (.pdf) here.
I am a Video Game Designer. I believe that Level Design is the point of convergance point for Mechanics, Gameplay, and Writing, and that a great Designer keeps all disciplines in mind when creating game content.

I have developed games in Unity 3D, Unreal Development Kit, and Flash.

I can also code in a pinch with ActionScript 3, C++, Java, and Javascript.

I have created many games with small teams, variously as Designer, Producer, and Programmer. I also make mods and create other games as solo projects.

I am a planner and I keep to a steady pace and schedule, but I can always reconfigure as the needs of a project change. I time-track accurately and properly, and know my way around Unfuddle, Redmine, and other time-tracking programs, and have used Subversion and Git.

I enjoy designing and playing games of almost any genre, from First Person Shooters to Puzzle Games.

My philosophy is that each part of game design, from mechanics, to levels, to story, create one cohesive whole, and they should not be separated. Every aspect of a game should compliment and reinforce the others.

When I write stories, I create narrative reasons for as many mechanics as possible. Every mechanic must have a reason for its existence and prominence in the game.

When I design mechanics, I think of all of the possible ramifications of incorporating the mechanic in the game. It must mesh well with all of the other mechanics, and it must leave room for a variety of obstacles that can be designed to make use of it.

When I design levels, they take advantage of the mechanics as often and as fluidly as possible. I design my levels around a central theme that focuses on one mechanic, whether to teach or challenge the player in its use.

I also design levels that are consistent with the narrative; there are never any obstacles for the sake of obstacles. Every puzzle, enemy, or decoration has its narrative reason for existing.

If there is a mechanic that does not mesh with the story or level design, it gets cut. If there is level or obstacle without a narrative reason, or is not built on a mechanical theme, it gets cut. If there is a plot point that does not flow into a level, it gets cut.

When I create games, they feel complete. They feel as though they have no loose ends, in story, mechanics, or level design. The Player feels as though my games are made just for them.

Thank you for taking the time to view my site. Feel free to contact me. You can also view my linked in profile, or read my game blog.

Me lookin' all done up and fancy, at a wedding and stuff.

Me lookin' not so fancy, all hiking and stuff.
Watch my April 2011 Demo Reel:
All content, text, video, and images copyright Craig Ellsworth.