Lead Game Designer at Massive Entertainment - A Ubisoft Studio
San Francisco, California
Massive Entertainment - A Ubisoft Studio
Lead Game Designer
Malmo, Sweden
Ubisoft
Senior Systems Designer
December 2014 to January 2018
San Francisco Bay Area
FableLabs
Lead Game Designer
June 2013 to November 2014
San Francisco, CA
Maxis
Senior Designer
January 2012 to June 2013
Emeryville, CA
Visceral Games
Combat and Control Designer
July 2010 to November 2012
EA Redwood Shores
BioWare Austin
Senior World Designer
February 2010 to July 2010
Austin, Texas Area
Pandemic Studios
Senior Game Designer
May 2008 to February 2010
Greater Los Angeles Area
Savage Entertainment
Designer
February 2006 to April 2008
📖 Summary
Lead Game Designer @ Massive Entertainment - A Ubisoft Studio Malmo, SwedenSenior Systems Designer @ Ubisoft Senior Systems Designer on South Park: The Fractured But Whole• Responsible for combat, tutorial, and progression systems• Created paper and digital prototype for core combat of turn-based tactical RPG• Managed internal and external playtesting, telemetry implementation and interpretation From December 2014 to January 2018 (3 years 2 months) San Francisco Bay AreaLead Game Designer @ FableLabs Building the next generation of story-driven tablet and web games with a focus on RPGs and Puzzle/Adventure games. FableLabs is a venture capital backed startup in SOMA, SF.• Lead Designer for one RPG and three hidden object puzzle games• Developed a platform for story-driven games in Unity3D with focus on tablet• From a four-person team, grew this venture-funded startup to over 30• Created prototypes for games, minigames, and puzzles and wrote production code in C# From June 2013 to November 2014 (1 year 6 months) San Francisco, CASenior Designer @ Maxis Senior Designer for the SimCity and Lead Designer for post launch DLC. I created designs and guided a team of scripters through implementation and iteration on the core systems like power, water, police, etc.• Senior Designer responsible for intra-city gameplay and core single-player systems• Created original designs for this simulation game and guided them through approval and implementation including simulations, user interface, tutorials, and DLC• Led a team of scripters to implement systems and iterate on the designs based on user testing and telemetry From January 2012 to June 2013 (1 year 6 months) Emeryville, CACombat and Control Designer @ Visceral Games Weapon balancing, enemy balancing, achievements and metagame implementation for Dead Space 2. Also worked on preproduction for Dead Space 3 designing and prototyping minigames, enemy and mechanics design (rotational TK, 3D locator, space mines, weapon crafting, and more).• Creature design and balance, weapon tuning and upgrade, metagame design and implementation for this award-winning third person survival horror game• Minigame design and prototyping using Photoshop, Flash, and After Effects• Worked on the Visceral proprietary engine as well as Frostbite 2• Dead Space 3 contributions include weapon crafting design, 3D locator, rotational TK, space mines, and more From July 2010 to November 2012 (2 years 5 months) EA Redwood ShoresSenior World Designer @ BioWare Austin Quest design and implementation on Star Wars: The Old Republic MMORPG. Includes branching story content, cinematics, and encounters. Utilized the Hero Engine.• Implemented quests in HeroBlade toolset (a realtime, collaborative networked platform)• Multiplayer considerations were a major focus of design (instancing / phasing)• Strong focus on story design, conversation trees, cinematics, and quest design From February 2010 to July 2010 (6 months) Austin, Texas AreaSenior Game Designer @ Pandemic Studios Senior Designer on The Saboteur, and open world game of shooting, driving, explosions, and revolution.• Senior Designer overseeing Freeplay group consisting of 6 junior and mid-level designers• My personal workload included 12 unique missions, tutorials, economy, and metagame• Lua scripting, both for missions and systems• Open world, streaming game development for next-gen consolesNon-Project Responsibilities: In late 2008 I instituted a mentoring program for Lua scripting at our studio. From May 2008 to February 2010 (1 year 10 months) Greater Los Angeles AreaDesigner @ Savage Entertainment Projects include - Scooby Doo, Who's Watching Who (PSP)- Transformers (PSP)- Unannounced DARPA project- Unannounced DHS project- Destroy All Humans 3 (PS2, PSP)• Created original concepts for levels including design doc, sketches, and 3d layouts• Scripted level logic in proprietary Sabertooth engine, LUA, and XML using Visual Studio• Designed in-house tools (eg. Visual Logic Editor) and contributed to the design wiki• Experience working with Engines/Editors: Torque, UnrealEd, Operation Flashpoint From February 2006 to April 2008 (2 years 3 months)
What company does Brian Bartram work for?
Brian Bartram works for Massive Entertainment - A Ubisoft Studio
What is Brian Bartram's role at Massive Entertainment - A Ubisoft Studio?
Brian Bartram is Lead Game Designer
What industry does Brian Bartram work in?
Brian Bartram works in the Computer Games industry.
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