- Data-driven, metrics loving, spreadsheet creating monster.
- Expertise in competitive gameplay and mechanics facilitating emergent player behavior.
- Experience creating and maintaining complex economies in both core and casual games, from PC to iOS.
- Lover of all things combat, capable of building and tuning a thoughtful and fun experience for many demographics.
Senior Systems Designer @ From October 2014 to Present (1 year 3 months) Game Economy Designer @ Game of War (iOS, Andriod) - Game Economy Designer
- Responsible for systems design and economy balancing for Game of War, the #3 Top Grossing iOS game.
- Designed additions to combat systems, troops, monsters, itemization, and reward systems on a weekly basis.
- Responsible for ongoing maintenance and analyzation of all design data for Game of War.
- Designed and implemented processes and tools intended to reduce iteration time, provide greater insight into feature depth, and reduce human error. From November 2013 to August 2014 (10 months) Systems Designer @ Unannounced Competitive iOS Game
- Responsible for combat systems, resources and economies, as well as large-scale meta game.
- Worked with CCO and one other Designer to create a mid-core, competitive multiplayer game on iOS.
- Designed large-scale global domination system based on real world locations.
- Created and tuned approachable, deep combat system.
- Built UI mockups and user flows with careful consideration of UX and ease of use.
- Worked with PM to do competitive analysis of top games and systems.
- Integral in shepherding game through multiple iterations, from greenlight pitch through prototyping and into production. From November 2012 to March 2013 (5 months) San Francisco Bay AreaSystems Designer @ No Zombies Allowed / My Town 2 / My Town 2: Getaways
- Tuned, balanced, and maintained game economies for No Zombies Allowed and My Town 2.
- Managed addition of new items and buildings, as well as subsequent balancing for new content releases.
- Assisted Designers in creation of new features for regular game updates with an eye for approachability and monetization.
- Created a new collection-based, loot drop oriented reward system for My Town 2: Getaways.
- Helped balance and iterate new zombie combat modes and boss fights in No Zombies Allowed. From July 2012 to November 2012 (5 months) San Francisco Bay AreaSenior Game Designer @ Unannounced PC MMO - Senior Game Designer, Level and Encounter Design
- In charge of an agile "pod" of environment artists, character arists, animators and designers.
- Spearheaded Level Design for dungeons and unique boss arenas, as well as coming up with concepts for boss encounters.
- Worked with other designers to flesh out rough ideas and populate dungeons with enemies and personality.
- Worked with artists and animators to define and prioritize asset lists, as well as refine concepts/prototypes into final art.
- Point person for other teams/people outside the "pod" for information and scheduling. From November 2010 to July 2011 (9 months) Lead Game Designer @ Pirates of the Burning Sea - Lead Game Designer, Systems
- Took over the Lead Designer position when the lead moved onto other projects in the company.
- Integral planning and design of features in the 'Pirates' expansion 'Power and Prestige'.
- Designed an extensive revision of the Nation versus Nation Conquest System, targeting problems with control over territory, PvP persistence, as well as economic significance of landmarks. Cut due to time constraints.
- Designed a complex system of Player Governance, targeted at endgame replay-ability and political control, meshing with the player-run economy and the NvN Conquest System.
- Responsible for significant tuning and balancing of Ship Combat, Careers and related items as well as Avatar Combat, Fighting Schools and related items From July 2009 to November 2010 (1 year 5 months) Game Designer @ Pirates of the Burning Sea - Senior Game Designer, Systems and Items
- Initially focused on item creation and balancing, working alongside the Content team to give valuable rewards for missions and other game systems.
- Worked with other designers to do a ground-up revision of the Avatar Combat system, including combat tuning, skills and skill trees, items, as well as UI improvements.
- Helped design the Skirmish system, allowing players to join up and fight each other risk-free using FPS-style lobby creation.
- Streamlined and simplified the player-run economy in order to unclog bottle necks in production, and incentivize more players to participate in the system.
- Later responsible for tuning and balancing of all combat related systems: Ship Combat, Avatar Combat, general PvP and NvN Conquest.
- Regularly write community articles, or “devlogs” to the Pirates players posted on the website and forums. Articles outlined upcoming changes and features at length. From July 2008 to June 2009 (1 year) Software Test Engineer @ Pirates of the Burning Sea - Design Support and Testing
- Core member of an agile test team, assigned to the Pirates Design team.
- Worked closely with Designers and Devs through feature development, testing incrementally as the feature is implemented.
- Reviewed and critiqued feature specs for problem areas and potential testing concerns.
- Created a matrix of tests for the daily BVTs, in charge of internal scripts and setup for build distribution. From June 2007 to July 2008 (1 year 2 months) Software Test Engineer @ Microsoft Games Studio - PC Games Hardware compatability
- Worked on PC Compatibility testing for 1st and 2nd party developers at Microsoft Game Studios.
- Responsible for creating configuration passes based on processor, memory, and graphics shader requirements from developers.
- Worked with other team members to tear down, assemble, and reconfigure lab hardware to meet developer needs.
- Extensive use and customization of software automation for imaging and machine setup. From December 2006 to June 2007 (7 months) Software Test Engineer @ Microsoft (WAVE group) - Mobile Devices compatability, Vista Hardware compatibility
- Performed hardware and software compatibility tests on a variety of portable devices (Cell Phones, MP3 Players, Flash Drives, etc).
- Refactored test plans for efficiency and accuracy.
- Used internally developed debugging tools to determine connectivity and performance. From May 2006 to December 2006 (8 months) Software Test Engineer @ Gas Powered Games (Dungeon Seige 2: Expansion) - Client/Host Multiplayer syncing
- Worked on test automation of single player game along with other testers.
- Focused on client/host syncing and frustum issues in multiplayer campaigns.
- Collaborated with the test team to give useful design feedback and usability critiques. From January 2006 to May 2006 (5 months)
Computer Science @ University of Washington From 2002 to 2003 Greg Hanefeld is skilled in: Game Testing, Level Design, Quality Assurance, MMO, Game Development, JIRA, Game Design, Perforce, System Design, Combat Design, Economy Design, Designs, Scripting, Social Games, Economy